GGST/Millia Rage/Starter

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Beginner Conversions and Blockstring

If you're a new player, and you're trying to learn Millia, learn these combos and blockstrings:

  • P Starter: 2P > 2P > 236S. Reasonable damage and soft knockdown from defensive mashing 2P. You may be able to instead cancel 2P into 6P, but this will not work at edge ranges.
  • K Starter: 5K > 2D or 2K > 2D into 236H for H Disk oki. After this, you can time an airdash to either crossup or stay on the same side, and then either land 2K for a low or airdash j.H for an overhead. It's Millia's strongest point and 2K is her second fastest starter, so aim for this.
  • S Starter: c.S(2) > 2H > 214P. This is also used after 236H Disc hits. alternatively, c.S > 2D into 236H for H Disk oki off raw c.S hits.
  • D Starter (charged): 5[D]8 > j.H > j.D > j.H > j.D > j.H > j.D > j.D
  • Blockstring: c.S > 2S > 5H > 214S. You can delay any step in this string to create a frametrap that you can make as small or as large as you want, as well as just letting a move finish and dash up to the opponent to do c.S again and restart your pressure if they aren't active enough, or even throw them. if any step before the final one hits, cancel into 214P instead of 214S.

Common Meter useage:

  • 214P FRRC j.K when haircar is blocked to add an overhead and restart your pressure.
  • ...2H > 236236S > 66 > c.S/236H... is routing that typically works, letting you spend meter for extra damage, or for H disc oki if preferred.

Beginner Setups

After landing a 2D, usually from a 2K or 5K starter, you want to cancel into 236H. After setting H disc and as Millia is in the air, you can time an airdash to either crossup or stay on the same side, and then either land 2K for a low or airdash j.H for an overhead. It's Millia's strongest point and 2K is her second fastest starter, so aim for this.

After landing a throw, buffering 236H allows you to use a meaty j.H as Millia falls that safejumps dps and reversals. The timing takes some practice, but gives Millia a convenient way to pressure after landing a throw.

TKBM (Tiger Knee Bad Moon, meaning doing j.236P immediately after leaving the ground, usually inputted as 2369P) Using TKBM is a big part of what makes Millia tricky to block outside of her H disc mix. With the basic blockstring from above starting on c.S, you can jump cancel the c.S and then use Bad Moon to attack with an overhead faster than possible to react to. This can be inputted as either 2369P or 8 > j.236P when done after c.S, but only the first method works from neutral.

Beginner gameplans and where to next

Once you have some conversions down and setups, playing as Millia your goal should be to use your fast and unique movement to avoid getting hit by the opponent and hit them before they can do anything. What this means, is try waiting outside the immediate range of your opponents, but close enough that you can approach really fast with something like dash 2K, or use IAD j.H (IAD means Instant Air Dash, to air dash as soon as you jump) as a tactic that will go over and punish a lot of lower moves an opponent might throw out. j.236H is special in that it shifts Millia's hurtbox up very quickly, making it effectively beat most anti airs like 6P, so experiment with using this right ontop of opponents to punish them for mashing anti airs as soon as they see you jump. The next step could be a route that gives you better reward from H disc hitting (also works on some anti air hits), like the Relaunch route found on the combo page, or more uses of meter like after TKBM for additional mix

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