If you're a new player, and you're trying to learn Millia, read the Blockstring sections and learn these combos:
- Starter: 2P > 2P > 236S. Reasonable damage and soft knockdown from defensive mashing 2P.
- Starter: 5K > 2D or 2K > 2D into 236H for H Disk oki. After this, you can go for 2K for a low, j.H for an overhead, or airdash j.H for a crossup. It's Millia's strongest point and 2K is her second fastest starter, so aim for this.
- Starter: c.S(2) > 6H(2) > 214P or c.S(2) > 2H > 214P. These combos are also used after 236H Disc hits.
- Starter (charged): 5[D]8 > j.H > j.D > j.H > j.D > j.H > j.D > j.D
- Common Roman Cancel points for combo extension: j.214P, Throw
The next step could be a route that gives you better reward from c.S such as a better knockdown (c.S(2) > 2H > 214K > 214P) or more damage with a generic air route (after Disk hits, Red RC, air-to-air hit, etc: c.S(2) > j.S > j.D > dj.S > dj.D > airdash > tj.S > tj.D > tj.236P).
In the transition to Strive, Millia has received some nerfs to her ability of getting a knockdown (due to losing hairpin and due to system changes). In exchange, you have permanent access to the anti-anti-air aspect of the old hairpin in the form of Kapel, which doubles down as an extra air option.
Like in previous games, your general gameplan as Millia is to take advantage of her unique movement options (fast run, extra airdash, and movement specials j.236H, 214K and j.236K) to navigate neutral until you can land a hit into some type of knockdown (2D, Ground Throw, 214P and j.236P). From there, you have a wide array of options to meaty your opponent on wake-up, enabling mixups or, at least, keeping pressure.
Be patient in neutral. You should not use all your air options at once just because you can, as tempting as it may be. Your safest option is to wait for your opponent to whiff something with long recovery, giving you a chance to move in for pressure (dash 5K or dash c.S) or for a whiff-punish. You should move forward without committing to a risky approach (with FD brake or forward jump). You can hang in the air for longer to wait and observe while threatening to get in. Remember: the point of her strong okizeme options is that you don't have to "win neutral" as often.
Be patient on defense, and try to create openings with FD. Millia takes a lot of damage, it's very important that you understand your opponent's offense. Trying to superjump out is often the safest bet. Your next best option is pressing 2K > 2D when you expect a gap, as the reward on hit is usually very good. If you're not sure about the correct timing to press 2K (6 frames), you can mash 2P (5 frames) or spend 50 meter for Winger (632146H) or YRC.
As Millia, you will often be the one trying to get in from the air in most matchups. As such, you air-to-air buttons are your best friends. j.S has the best range and highest reward, but j.K or mashing j.P is faster on defense.
Her best grounded options are 5P, c.S and 6P. 2H also works, but it's considerably slower and the hitbox isn't that big. These options can usually give you a full air combo or a good knockdown, at least.
Mid Range / Footsies
Despite being on the slower side for defensive purposes, Millia's buttons have a good balance of range and speed in neutral (specially in combination with her fast run speed). 5P and 2S are great options for checking your opponent's movement defensively, while dash 5K and dash 2S are useful to make them block (try to use the dash macro).
f.S has better range than 2S, but it's also more easily punished on whiff (on top of being a mid). 214K Mirazh is another interesting option as a read, as it's a low-profile move. It allows you to close the distance against most far-reaching mids for a whiff-punish. Use sparingly.
After you make the opponent block, you can cancel into one of the following moves to safely disengage with a frametrap or you can run in for pressure (Throw or c.S), leading to some of Millia's strongest positions. In the case of 5K, you can also cancel into itself or into an instant-airdash, giving you more options to approach.
Millia is very capable of controlling the skies (as you'll see in the anti-air section), so expect your opponents to advance on the ground very often, and be ready to stop them in their tracks.
Millia doesn't have any fullscreen options, so you don't want to be in this position for long. That being said, there are a few strong options to help you close that gap into the midrange to try and land a hit. First, and most importantly, you have the movement options (airdashes, Kapel, Turbo Fall, Mirazh). It can also be beneficial to use the Disks to control ground space (specially if the opponent is respecting you too much).
CH Option Selects
An Option Select that takes advantage of GGST's Counter Hit system. The first input only comes out on normal hit (or block), and the second comes out on counterhit, allowing for better reward (damage, oki, corner-carry, etc) without having to visually confirm the counterhit. Here's a few common examples:
- 6P > 214K~214P: In most situations, you don't get a combo from 6P without a counterhit, so 214K is a safer follow-up. However, the counterhit allows for a 214P knockdown.
- 5H or 2H > 214S~214K: same idea. 214S comes out on block/normal hit, and 214K comes out at counterhit for Millia's most damaging combos.
- c.S(1) > 2H: The key to this one pressing 2H in the same timing as when c.S(2) would normally hit. This way, you get a launcher instead. Follow it up with 214K c.S into whatever combo you prefer.
H Tandem Top (236H)
Millia is one of the only characters with a meterless setup that enables 50/50s and safe okizeme in Strive. However, her options vary wildly with how she got a knockdown. H Disk is her strongest option, and she can use it in a few different knockdown situations to earn mixups.
Close 2D > 236H:
- This is your best knockdown, enabling a 4-way mixup, such as crossup airdash j.H, crossup j.236K, late airdash j.K or empty low with 2K. Her second airdash can also be used to get an additional overhead if your opponent managed to block the first.
Far 2D > 236H:
- With the exception of crossups, you still get access to the same mixups above. You can same-side airdash once, and then do a 50/50 (between empty low and airdash overhead). That should give you a stable knockdown in exchange for doing low damage (unless you have meter for 2D > 236236S to get both).
Far 2D > 214K 236H:
- By performing 214K 236H instead of just 236H when you land 2D from max range, you exchange a high/low meaty setup for a 3-way non-meaty setup. This setup will automatically put Millia on the opposite side due to 214K's momentum. From there, she can backdash to the original side, do j.H as a safejump crossup Overhead or land and do 2K crossup Low. Note that out of all these options, only j.H is guaranteed, the other two options can be jumped out of or backdashed.
236236S, 66 236H:
- You have access to the same mixups as the version above. It's highly recommended that you use the dash macro for this, as it gives you forward momentum to reach the opponent. The main advantage in this route is in spending meter for damage while still getting a strong knockdown. You'll usually do this after 6H(2), 2D or 2H.
j.236P RRC, 236H:
- The Red RC hard knockdown gives you enough time to set up the best version of H Disc oki. It gives you the same options as the versions above, and it's very strong in situations where a Wallbreak would not kill, but an extra 50/50 could.
2H > 214P, 66 236H:
- The opponent falls on top of 214P, so Millia gets to recover early enough for good oki. Needs expanding.
- H Disk doesn't hit on wake-up, so the opponent can jump out of it or mash a fast button unless you meaty with a falling air normal (before H Disk becomes active). These are links, so you should practice the timing in training mode a bit (input 236H as soon as Millia touches the ground, before the camera can zoom out).
- You would think that there would be a mixup between falling air normal and crossup, but the opponent can Fuzzy JumpA form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. to avoid the RPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. altogether, so your only mixup options that are available are after performing the j.H.
Options After Falling j.H
- Assuming the opponent knows how to Fuzzy JumpA form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws., always land j.H. After that you have the following options:
- 66 > j.D into either KapelGuard:
-1 at lowest height (frametrap into combo) or 66j.H (delay it to connect with 2K) or 66 FD 2K (mashable low)
- You can also do 66 > FD 2K for a low
- Delay the j.D to hit crouchers, timing is tight
- If you go for the KapelGuard:
-1 at lowest height frametrap do j.K so that it connects even on block going for dCar followup gives the best reward
- 66 > j.P j.P > 2K provides an easier timing against crouchers and hits faster which meshes better with land 2K/2S
- land 2K/2S (2S is less reward but more ambigious)
- It's a relatively tight window, but you could also Throw characters out of the startup of all meterless, invincible reversals after setting up H Disc. This options loses to any 6-frame normal or to jumps, so it requires conditioning. Needs testing for how useful it actually is, compared to other options.
214P, 236H near the corner:
- You don't have to dash in before setting up H Disk, making this a better knockdown situation compared to 214P midscreen. Needs expanding.
2H, 236H near the corner:
- This one is a very situational way to earn an extra mixup instead of breaking the wall. Needs expanding.
Counterhit 2D or 214P, 236H:
- The big counterhit gives you an even better knockdown. Needs expanding.
6H(2) > 214P:
- You could Red RC on 214P to get fullscreen corner-carry and a wallbreak instead of taking the knockdown. If meterless, do dash up H Tandem Top > FD for a DP safe way to start your offense.
Meaties and Safejumps
Millia won't have enough advantage or proper spacing to set up H Disk in every knockdown situation. However, you can still meaty the opponent with a normal to keep pressure. In fact, that's often your best option against characters with very strong wake-up options like fast normals or invulnerable reversals.
Air combo > j.236P:
- A common ender to air combos. The soft knockdown doesn't give you enough time for a setup, but you can still meaty with c.S in the corner. Needs expanding.
Air combo > dj.66 > tj.236H, tj.H:
- A better ender for air combos if you want oki instead of damage or a Wallbreak. j.H hits as a safejump, allowing you to safely keep pressure. It's height-dependent. Needs expanding.
Wallbreak with an Overdrive:
- This knockdown gives a crossup by doing run forward IAD j.H when almost touching them while being knocked down, you can also do the IAD j.H a little farther from the opponent to get a same side mixup as well.
Like many other characters in Strive, Millia's main pressure tools are 5K and c.S. Both are 7-frame buttons that give you a variety of options, such as frametraps, mixups and pressure resets. There are some natural frametraps, but delayed gatlings are your best friends in making the offense unpredictable.
5H and 214S are your cleanest and safest ways of ending pressure. Lust Shaker has the added benefit of dealing a bit of chip and eating A LOT of Tension meter if blocked with FD, so you can delay it to check for fuzzy mashing with minimal risk. It's not gapless unless it's cancelled from 5H or 6H(2), so keep that in mind.
Avoid using 214P unless you have enough meter for RC to hedge your bet with quick jP or jK overheads into more pressure. 236S can also be used to end pressure (or to extend pressure with 66-PRC) if properly spaced while still being a frametrap, but it can be punished in some matchups.
Options from 5K:
- 5K dl > 5K: it's your farthest-reaching pressure normal, so this is key to opening up her stronger pressure and mixup options. Try to find the correct delay timing for it combo into itself on hit (allowing an easy confirm into 2D knockdown) while still being a frametrap on block. When they're conditioned to block, Millia can use one of the following options to approach and start her close-range pressure.
- 5K > Run up c.S or Run up Throw: this puts Millia in a much stronger position to keep applying pressure.
- 5K > IAD j.S or IAD j.H: a fast overhead attack that goes over most grounded buttons that are commonly mashed on defense. Mix it up with the grounded run options.
- 5K > 236S: 3 frame gap. It's very useful to end pressure from max range. Also frametraps from 2K, 2D and long range 5H.
- 5K > 6H: leaves a big gap, it's punishable on whiff, loses to 6P and trades (unfavorably) with jabs. Still, it can be useful from max range, as it beats everything else.
Frametraps from c.S:
- c.S(2) dl > 2S dl > 5H > 236S~214K: standard, safe blockstring to frametrap your opponent into not mashing out of pressure, enabling all the options in the next section. depending on spacing and dash momentum, this can also work with f.S or 2H. On heavy counterhit, 214K comes out instead of 236S, allowing for an easy confirm into Millia's most damaging combos.
- c.S(2) > 6H(2): there is a natural frametrap between the normals and between the hits of 6H. When they're conditioned to block, you can reset pressure or Throw after c.S. You can also gimmick your opponent by cancelling 6H with Fast Fall, Mirazh or Kapel into Throw, but don't overuse this.
- c.S(2) > 2S > 236S: 1 or 2 frame gap. This also works from f.S.
Mix-ups from c.S:
- TK j.236P: the instant overhead is a Millia classic. The fear of getting hit by this is a big part of what makes c.S scary in pressure (a gapless low with 2S or a frametrapping 50/50 between delayed 2S and TK Moon). You can input the TK motion as 8j.236P or as 2369j.P on either hit of c.S. It's very punishable on block, so use sparingly if you don't have meter for Red RC on block and on hit. It can also be done from 5K, but it leaves a 4 frame gap, at least.
- Walk up Throw or walk up c.S: leaves a big gap, but there is very little incentive for the opponent to mash here. It allows you to keep pressure. It's specially strong if you had dash momentum from the first c.S, as you won't have to walk forward for the second c.S.
- IAD j.H: it's usually a cross-up, and it allows you to reset pressure on block if you airdash-cancel for a second j.H. However, be careful about landing after the first j.H, as it has little hitstun/blockstun, and you can be punished if you landed the hit too high.
- 2K > 2D: 1 frame gap and can't be delayed. Confirm into 236S on block. Confirm into 236H or 236236S on hit.
- c.S > 6K or 5K > 6K: leaves a big gap, the reward on-hit is very low and it's only +1 on-block, so it's also not great for pressure extension against characters with 5-frame normals. Think of this as a slower, safe on-block version of 5D to throw in once in a while.
- 6H(1) > j.236K, Throw or 6H(2) > 214K, Throw: it's easily reactable if the opponent is looking for it, but it's useful. Don't overuse.
- c.S(2) > 214K: this one is interesting because it crosses up, so the opponent's buttons or Throw are going to whiff if they mashed early. It beats all mashing (you can even Punish any 5P with Throw), but loses to delayed mashing.
- c.S8 j.66~BRC: this takes advantage of c.S being jump-cancellable to get a BRC in the air, resulting in a lot of extra blockstun for a mixup. You also get better reward on hit due to the extra hitstun from BRC. Needs expanding.
- 236S j.66~PRC: instead of ending your blockstring, you get an extra opportunity for mixup and a pressure reset. Needs expanding.
- 214P j.66~FRC~j.K: the previous option is generally better, but this one is a way of making the best of a bad situation.
Even more than other matchups, Millia's H Disk makes it a matter of who gets pressure first to steamroll over the opponent. Avoid committing to normals with long total duration in neutral, if possible.
Very common situations:
- Pay attention to how often Millia is doing c.S > TKj.236P in a blockstring without meter for RC. It's not reactable, but it's very punishable on block.
- 2D and counterhit 214P are the only meterless knockdowns where Millia has enough time to set up 236H without letting you jump out or challenge with a button. In every other situation, Millia has to meaty with a falling normal to hold you in place.
- Look into what your character can do when Millia goes for 236H oki after Throw. Her falling j.K loses to 6P. Her falling j.H can often lose to 3-frame normals if poorly timed. Both options lose to fast reversals. All other options allow you to jump out of H Disc.
Gimmicks to avoid:
- Millia 6H opens up a few tricks for her. Stand up after the first hit and crouch after the second hit. Always try to Throw when Millia cancels 6H into Fast Fall or Mirazh.
- Millia 6K is only +1 and her normals are slow. If you have a 5-frame normal (or faster) that can hit crouchers, feel free to use it after blocking.
- Millia j.H has very low hitstun and blockstun, so pay attention when it hits high. It can be punsihed on hit if the Millia decides to land, so always expect a second overhead or Kapel.
6P/FD option select
When being left/right mixed by an airborne Millia you can perform the following Option SelectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.. Choose a direction (left or right). Press it, then simultaneously press and another attack button (except ). Then if the millia is in the chosen direction, a 6P would come out, lowprofiling the disk, and hitting millia out of the air and getting the disk disabled. Otherwise, you will be stuck in a Faultless Defence state.
An amount of care must be taken however - if millia blocks or dodges the 6P, the disk would remain on screen and you would still get hit.
Click [★] for character's full frame data
• HUD • Controls •
• Movement/Canceling • Offense • Defense • Gauges • Attack Attributes •
Detailed & Advanced Information
• Damage/Combo • Frame Data & System Data • Misc •
• Patch Notes • Tier Lists •
- Attack Level
- Burst Gauge
- Dash Cancel
- Faultless Defense
- Frame Advantage
- Guard Crush
- Instant Air Dash (IAD)
- Instant Block
- Instant Faultless Defense
- Invalid Combos
- Knockdown Recovery
- Low Profile
- Minimum Damage
- Negative Penalty
- Off the Ground (OTG)
- Positive Bonus
- Psych Burst
- Overdrive (Super Attack)
- R.I.S.C. Level
- Roman Cancel (RC)
- Stagger Recovery
- Tension Gauge
- Throw Clash