GGACR/Millia Rage/Combos

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Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa

Template

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who [1] Very Easy
combo transcript where Net Gain who [2] Easy
combo transcript where Net Gain who [3] Medium
combo transcript where Net Gain who [3] Medium
combo transcript where Net Gain who [4] Hard
combo transcript where Net Gain who [5] Very Hard

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Beginner Far-Range Ground Combo

Beginner Far-Range Ground ComboSometimes, it's all you have.
Very Easy

Starter > c.S(1) or f.S > 5H > 2D > Forward Roll > H Tandem Top
At some ranges, you won't be able to convert into 2H for Millia's damaging grounded combos. In those instances, you can always fall back on this.

Common starters include 2K when gatlinged into itself as a hitconfirm, jump ins such as j.S, and raw f.S as a poke. You should route into this combo any time you are too far away to connect with 2H against a grounded opponent. If you're closer, combo options open up more, as seen below.

By routing into Forward RollGGAC Millia 214K.pngGuardStartupRecoveryTotal 24Advantage-, then H Tandem TopGGACR Millia 236H-1.pngGuardAllStartup60RecoveryTotal 32Advantage-, you set up a disc for okizeme. Though this is not an ideal setup, it's sometimes all you can get meterless. If you have 25% Tension and are quick enough, you can instead cancel 2D into FB Secret GardenGGAC Millia j214D.pngGuardAllStartup34RecoveryTotal 68Advantage- for stronger okizeme.

It is worth noting that this combo will not work from very far ranges, such as the tip of f.S' range. In those instances, you will need to spend meter on alternate confirms.

Beginner Close-Range Ground Combo

Beginner Close-Range Ground ComboGreat damage and corner carry on grounded opponents.
Very Easy

Starter > c.S > 2H > jump > j.S > j.H > airdash > j.2H > H Tandem Top
A more powerful combo dependent on your range from the opponent. Utilizes j.H's ability to cancel into an airdash on hit, enabling significant corner carry.

Common starters include 2K and j.S, but you can route into this combo any time you are close enough to connect 2H against a grounded opponent. If you are too far for 2H to connect, refer to the above ground combo.

For some characters, replacing the j.S with j.K will yield better results. j.S sends the opponent higher into the air, so both normals have different considerations for height management.

Connecting with both hits of c.S may be finnicky unless you have dash momentum. In these cases, only using c.S' first hit before cancelling is preferable.

You have more frame advantage after this j.2H knockdown as opposed to the 2D knockdown of the far-range combo, and are also left closer to the opponent. This allows the okizeme using H Tandem TopGGACR Millia 236H-1.pngGuardAllStartup60RecoveryTotal 32Advantage- to be considerably stronger.

Beginner Throw Combo

Beginner Throw ComboFinnicky, but a powerful option.
Medium

Throw > dash forward > f.S > 2H > jump > j.K > j.H > airdash > j.2H > H Tandem Top
The basic throw combo is conceptually very similar to the close-range ground combo, with some additional considerations.

On lightweight characters, it is often better to use 5K in the place of f.S. Additionally, just like the previous combo, using j.S instead of j.K may work better depending on the character, though j.K is more commonly used here.

Leads to a similar oki situation as the previous close-range ground combo on hit.

Air-to-Air jP Conversion

Air-to-Air jP ConversionA window into Millia's strongest attribute.
Very Easy

air-to-air j.P > j.K > j.H > airdash > j.2H > Bad Moon > H Tandem Top
A simple example of how Millia can turn air-to-air normals into a knockdown and okizeme. Utilization of hitconfirms such as these can allow Millia to start her looping okizeme off hits where the majority of characters could not knock down the opponent. This example combo could be expanded into one of the more damaging BNBs seen below, depending on Millia's height relative to Testament.

This combo also demonstrates an additional combo piece: Bad MoonGGAC Millia j236P.pngGuardHigh/AirStartup11Recovery22 after landingAdvantage-15. Bad Moon is not an ideal ender, but it is an extremely consistent one. In situations where your opponent is too far above you for other options to work midscreen, cancelling into Bad Moon can give you an acceptable knockdown into disc oki that isn't perfect, but is better than nothing.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Double Airdash BNB

Double Airdash BNBA reliable damage optimization.
Medium

Starter > c.S > 2H > jump > j.S > j.H > airdash > j.H > airdash > j.2H > H Tandem Top
Uses j.H's airdash cancel twice in one combo for an extension, enabling excellent corner carry and additional damage. An additional j.H is a fairly reliable conversion off most combos which route into j.H airdash cancel.

This sample combo is mostly conceptually similar to the previous close-range ground combo, though it is worth noting how this type of extension can be applied to a variety of air-to-air conversions, making it a commonly useful combo piece.

If the opponent lands in the corner and is roughly level with Millia as they land, as shown here, you can potentially use Secret GardenGGAC Millia 214H.pngGuardAllStartup56RecoveryTotal 74Advantage- for stronger okizeme if you're quick enough to recognize this. This applies to all combos which knock the opponent down with j.2H.

Relaunch BNB

Relaunch BNBLess stable, but more rewarding.
Medium

Starter > c.S > 2H > jump > j.S > j.H > airdash > j.2H > c.S(1) > 2H > jump > j.S > j.H > airdash > j.2H > H Tandem Top
Uses j.2H's ability to drag opponents to the ground, then pops them back up for another loop of the close-range ground combo. A highly damaging combo that's virtually guaranteed to put them in the corner.

This combo is not as ubiquitous in applicability as the aforementioned double airdash combo, however. Not every air to air conversion can lead into it, and it generally requires your opponent to be relatively low to the ground when you route into j.2H. Being able to recognize when the opponent is low enough to continue the combo in this fashion can allow for highly efficient damage.

BNB With Pin Ender

Pin Combo EnderGarden Setups For Dummies
Medium

Starter > c.S > 2H > jump > j.S > j.H > airdash > j.2H > c.S(1) > 2H > jump > j.S > j.H > airdash > j.2H(2) > j.2H > S Silent Force > land > 6H > Secret Garden
A combo which ends by using S Silent Force to ensure an ideal knockdown into Secret GardenGGAC Millia 214H.pngGuardAllStartup56RecoveryTotal 74Advantage- oki.

The ending portion of the combo is a simple and common setup for Secret Garden's powerful okizeme, though it requires you to have Silent Force already. If you have the necessary resources, j.2H > S Silent Force > 6H can be added to a variety of combos as an ender.

Instant Longinus

Instant LonginusThe ground-based footsies Millia is known for.
Tricky

f.S > Lust Shaker > Longinus
An example of "instant Longinus", or using Lust ShakerGGAC Millia 214S.pngGuardAllStartup10Recovery8Advantage+5's followup, LonginusGGAC Millia 214D.pngGuardAllStartup5Recovery6Advantage+7, immediately without Lust Shaker ever becoming active. This technique allows for knockdowns off pokes at ranges where you would otherwise get no reward, as seen here. Longinus also has practicality as a way to acquire a knockdown off some unwieldly air hits.

Longinus has significant frame advantage, and midscreen, you have time to run or airdash at them, then perform a disc setup or go for a more standard safejump/meaty. In the corner, Longinus sticks the opponent to the wall, giving you time to set up Secret Garden.

Johnny Throw Combo

 Johnny Throw ComboSome characters just don't cooperate.
Tricky

Throw > dash > f.S > 2H > j.K > j.H > airdash > j.2H > Bad MoonGGAC Millia j236P.pngGuardHigh/AirStartup11Recovery22 after landingAdvantage-15
An altered version of the basic throw combo, modified to more reliably work on Johnny. Johnny is a very difficult character for Millia to combo due to his angled hurtbox, which sits higher up than most characters while falling. Adjustments commonly have to be made for the sake of securing the knockdown on Johnny more consistently. This combo demonstrates one of the possible ways of stabilizing a conversion on Johnny. It also once again shows how, if you're unsure whether other options could work, routing into Bad MoonGGAC Millia j236P.pngGuardHigh/AirStartup11Recovery22 after landingAdvantage-15 can help get the job done in most cases.

Combo List

Meterless No Relaunch


Lightweights: Bridget, Kliff, all female chars except ABA

stuff > 2H > j.KH > adc j.H > adc j.2H midscreen do neutral jump after 2H, in the corner jump forward
throw > dash 5K > j.PKH > adc j.H > adc j.2H -- dash as deep as possible
mixup (disc hits) > c.S(2) or 2P 5P > j.KH > adc j.H > adc j.2H -- again midscreen do neutral jump, corner jump fwd
corner stuff > 236S > j.KH > adc j.2H

Baiken, Bridget and Jam are slightly more floaty than the rest so usually you want to connect the j.K asap after rising from the ground to end up above them. Exception: Grounded 2H combos.


Everyone else except ED, KY, JO and RO:

stuff > 2H > j.SH > adc j.H > adc j.2H -- midscreen do neutral jump after 2H, in the corner jump forward
throw > dash f.S 2H > j.H > adc j.H > adc j.2H
mixup (disc hits) > f.S 2H or c.S(1) 2H > j.H > adc j.H > adc j.2H -- again midscreen do neutral jump, corner jump fwd
corner stuff > 236S > 5P > j.KH > adc j.H > adc j.2H

Johnny and Robo-Ky

stuff > 2H > delay j.SH > adc j.2H (j.236P) -- again midscreen do neutral jump, corner jump fwd
Throwcombo on Johnny: throw > dash f.S > j.KSH > adc slight delay j.2H
Throwcombo on Robo: throw > dash f.S 2H > j.KH > adc j.H > adc j.2H
mixup (disc hits) > c.S(2) 2H > asap 8j.H > adc j.2H > delay j.236P
corner stuff > 236S > 5PP > j.KH > adc j.2H > j.236P

Relaunch Combos

(Almost) universal relaunch combos + ad lib combo enders (requires pin or 25 tension):

Stuff > 2H > j.SH > adc j.2H > c.S(1) 2H > (j.S) j.H > adc j.2H > Ender
Throw > Dash f.S 2H > j.H > adc j.2H > c.S(1) 2H > (j.S) j.H > adc j.2H > Ender
Mixup (disc hits) > 5S 2H > j.H > adc j.2H > c.S(1) 2H > (j.S) j.H > adc j.2H > Ender
Random air to air confirm: j.KPPK > dj.KH > adc j.2H > Ender

Combo Theory

Millia's BnBs are all about getting corner carry and a 'good' knockdown that allows for disk mixups - damage almost always comes second (and routes "for damage" have different theory entirely, too).

Millia routing can involve a lot of improvisation due to height adjustments and last-second decision-making, so the intention of this short guide is to provide the ideas behind the basic tools you can use to get knockdowns.

For BnBs for each character, see the Blitz compilations at the end of the page.

Section 1. Grounded BNBs

On the ground, Millia gets a knockdown with 2D, and can close the gap to the opponent with a Roll > disk (214K > 236H) or a dash>disk (2366H or 66236H). On a portion of the cast, she can also cancel a 2D into Longinus(214S(0 or 1 hits) > 214D) to continue with an aerial combo, if done close enough to the corner so that Longinus wallsplats.

  • f.S > 5H > 2D is the go-to grounded combo, but it doesn't work in all of f.S's ranges.
  • f.S > Longinus allows for comboing out of a slightly bigger f.S range.
  • f.S > Emerald Rain (236236S) allows for comboing out of near-max range f.S, but it requires knowledge on the situations that allow for Emerald Rain to function properly (otherwise, the last hit whiffs, and the combo is lost).

Section 2. Meterless Aerial BNBs (Starting From The Ground)

Aerial combos are a little more involved. Our two primary knockdown tools are j.2H and Bad Moon (j.236P). The former is the 'better' one in terms of frame advantage (with a few exceptions on characters such as Ky and Eddie), but both require low heights to cause a knockdown. Millia's air combos, then, center around diminishing the opponent's height as much as possible, while simultaneously adjusting Millia's as needed.

Starting from the ground, after a few buttons/specials, aerial routes will usually have 3 steps (and may include rejumps, which are essentially repetitions of these three steps):

(1) The “launcher”:

The point where the opponent will be flung up (e.g. 2H, through c.S(1) > 2H) - or the point where the opponent will be hit while being high-up in the air (e.g. 5P/6P as anti-airs).

Some “launchers” are largely rejump-only:

  • c.S(1) - very useful in general, but has specific utility against featherweight characters, as detailed in “Rejump-only considerations” below.
  • 5K > 6P(1) - great for hits where the horizontal distance between Millia and the opponent is large, and especially useful against lightweights/featherweights.

(2) The “bridge”:

In-between the “launcher” and the “ender”, Millia has to adjust her height for the “ender” to work (usually this means getting closer to the opponent's height), while increasing the opponent's height as little as possible. What is used as “bridge” varies a lot with initial height difference, weight classes, and hurtboxes... but a few of the options are:

(a) j.K: [launcher] > j.K > [ender]. This is especially useful for low-weight opponents and for starters where Millia is significantly below the opponent (e.g. after anti-airs!), as it allows her to stabilize the opponent’s height quickly and start the ender as high as possible herself. It's also one of the only ways to combo off a 5P without counterhit. It won't, however, have enough hitstun to work late in the combo, during rejumps. Being a fast button, j.K can also be delayed (under high-hitstun launchers such as 2H), allowing it to be a very flexible bridge.

(b) j.K j.S: [launcher] > j.K j.S > [ender]. The extra button makes it so that Millia starts the ender at a low height (and also means the opponent will be positioned higher-up in the air), which makes this bridge useful against higher weight-classes and situations where the initial height difference is small (e.g. low-height anti-airs or a c.S(1) launcher, in rejumps).

(c) No buttons: [launcher] > [ender]. Shares the property of j.K in which Millia will start the ender very high in the air. However, the lack of a bridge means that at no point was the opponent’s height stabilized to guarantee it’s close to Millia's, so this will only work in high hits, most notably rejumps with 2H launcher.

(d) j.S: [starter] > j.S > [ender]. Exists as an In-between j.K and j.K j.S, so this is often useful against midweight characters. It also has utility in rejumps against featherweights (since j.K doesn't work on rejumps, this is the next best option!), after a c.S(1) launcher, to achieve low-height ender.

(3) The “ender”:

The point where we want to diminish the opponent’s height, usually in order to cause a knockdown. j.H, j.2H, and airdash cancels in-between are the primary form of doing that, so most of your enders will look like j.H > airdash forward > j.2H. On a portion of the cast and depending on the height, an extra j.H can be added to decrease the height further: j.H > airdash forward > j.H > airdash forward again > j.2H (> j.236P). If unsure whether j.2H will cause a knockdown, a low-height j.236P after the j.2H can be used to attempt to "improvise" a knockdown.

Aside from knockdowns, “enders” also lead to rejumps (which is to repeat this 3-step sequence, though this time ending on a knockdown). Rejumps are overall harder, but allow for extra corner carry and a little bit more damage. They can also be used to have better control over height management if the combo started in the air, as per Section 3.

Section 3. Aerial BnBs (Starting From The Air)

Most of Millia's routes that start in the air will begin with a j.P or j.K air-to-air hit. The goal, here, is to use gatlings and jump cancels to adjust height and connect a bridge from Section 2, in order to transition to an ender and diminish the opponent's height.

Millia has four primary tools for this purpose:

  • j.P gatlings into itself.
  • There's a mutual j.P <-> j.K gatling.
  • j.K has a jump cancel.
  • j.P gatlings into j.2H.

j.K is the highest-hitstun button between j.P and j.K, so most times you'll want to transition from a j.K into a bridge of either j.K or j.K j.S:

  • If Millia is below the opponent, a j.K > jump cancel allows for a j.K bridge: [j.Ps and j.K, ending on j.K > jump forward > j.K > [j.H > airdash forward > j.2H ender].
  • If Millia is near the same height as the opponent or very slightly below: the j.P self-gatling and the j.P <-> j.K mutual gatling can be used to create the situation above.

Alternatively, a j.K > jump cancel can be used can be used to create a j.K j.S bridge: [j.Ps and j.Ks] > jump forward > j.K j.S > [j.H > airdash forward > j.2H ender].

Most often, these enders won't cause knockdowns on their own because of the opponent's height, so Millia has to use resources to continue the combo and get a knockdown.

A notable exception to this is the j.P > j.2H gatling: unlike the other gatlings, it immediately decreases the opponent's height by going directly to j.2H. Therefore, at low heights, it's Millia's best bet to get to the ground and do a rejump as per Section 2.

Section 3.5. Converting from air hits using resources

During air combos, Millia can either use Pin (most notably the S version of Pin, jj.214S) or meter (through j.236D) to get high amounts of hitstun at will. This allows her time to get to the ground, and either use 6H, which causes knockdown, or rejump and continue combos. Both of these options allow her to create knockdowns in situations where they’d otherwise be impossible!

Both are done during the j.2H portion of the ender: Pin: using pin requires Millia to be near the same height as the opponent (or slightly above), after the j.2H. Usually can be followed by either a 6H or a rejump route that causes knockdown (though starting directly in the bridge, without the launcher). FB Disc (j.236D): using FB Disc requires Millia to be near the same height as the opponent or below them, after the j.2H. Allows plenty of time for rejumps or 6H. In the corner, the wallbounce also allows for an extra route: IAD backwards > j.D > 6H.

Both of these are malleable enough so as to not require a specific amount of hits from j.2H. For example, if you expect j.2H(1) to be enough for FB Disc to connect, or think the height difference is too big for more hits to be viable, you can do it immediately after j.2H(1)!

Video Examples

Playlist of Millia Combos by Blitz, ongoing updates Link

vdv reles' old playlist Link

Psyblade's combo tutorial Link

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