GGST/Millia Rage/Combos: Difference between revisions

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<div style="float:left; margin-right:25px;">
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{{Combo Notation
{{Combo Notation
| game=GGST
| game=GGST
}}
}}


==Read First==
==<big>'''{{clr|4|! Read First !}}'''</big>==
* '''IMPORTANT:''' {{clr|K|mc}} and {{clr|K|tc}} are short for '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel and '''{{clr|K|Turbo Fall}}''' ({{clr|K|j.236K}}) cancel. A '''{{clr|K|Mirazh}}'''/'''{{clr|K|Turbo Fall}}''' cancel is when you special cancel '''{{clr|K|Mirazh}}'''/'''{{clr|K|Turbo Fall}}''' half way through their animations with either a special or a super. Combos that use {{clr|K|mc}} and {{clr|K|tc}} are usually optional but are more difficult.
* This list does not contain every single combo Millia can do. Instead it contains most of the ones that have real match usage.
* This list does not contain every single combo Millia can do. Instead it contains most of the ones that have real match usage.
<!--A lot of combos were and will be deleted for this reason-->
<!--A lot of combos were and will be deleted for this reason-->
* Damage values are based on Ky's full health defense stat.
* Damage values are based on Ky's defense stat while at full health, and meter is calculated via counting the pixels (combos with optional/alternate attacks will be averaged unless the difference is significant).
* Meter is calculated via pixel counting (combo's with optional attacks will have an average unless difference is significant).
* Combos that end with '''{{clr|S|Septem Voices}}''' ({{clr|S|236236S}}) might be follow upped with [...]. This is because '''{{clr|S|Septem Voices}}''' can sometimes combo without extra meter, but the number of potential follow-ups is too many to list. To reduce the number of dupe combos, extensions for '''{{clr|S|Septem Voices}}'''  is kept in a separate <u>''[[{{PAGENAME}}#Septem Voices (236236S) Extensions|section]]''</u>.
* Combos that end with the super '''Septem Voices''' ({{clr|3|236236S}}) might be follow upped with [...]. This is because sometimes '''Septem Voices''' can combo without extra meter, but the number of potential follow-ups is too many to list. To reduce the number of dupe combos, extensions for '''Septem Voices'''  is kept in a separate section.
* Some combos will say (optional starter) because the combo can either be done raw or with a starter of your choice.
* Some combos will say (optional starter) because the combo can either be done raw or with a starter (usually multiple starters).
* {{clr|K|3K}} is functionally identical to {{clr|K|2K}}, but it prevents '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) from being accidentally inputted when trying to do {{clr|K|2K}} > {{clr|H|6H}}.
* {{clr|2|3K}} is functionally identical to {{clr|2|2K}}, but it prevents '''H Disc''' ({{clr|4|236H}}) from being accidentally inputted when trying to do {{clr|2|2K}} > {{clr|4|6H}}
* Some attacks may have a number on the bottom right (ex. {{clr|S|j.S<sub>1</sub>}}, {{clr|K|2K<sub>3</sub>}}). There's nothing special about the number, it just helps identify attacks when writing notes.


==Beginner Combo List==
==Beginner Combo List==
<br>
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">'''<big>Video Example</big>'''</div>
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">{{#ev:youtube|Xol_yDTqjBw|500}}</div>
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">*Combo notation and variant type are on the top right</div>
<br>
;Some Important Notes
;Some Important Notes
# In the event of a wall splat, use {{clr|4|2H}}/{{clr|4|5H}}, {{clr|5|5[D]}}, or '''Winger''' ({{clr|4|632146H}}) and '''Septem Voices''' ({{clr|3|236236S}}) to wall break.
# In the event of a wall splat, use {{clr|H|2H}}, {{clr|D|5[D]}}, or '''{{clr|H|Winger}}''' ({{clr|H|632146H}}) / '''{{clr|S|Septem Voices}}''' ({{clr|S|236236S}}) to wall break.
# Some combos will end with [air combo], said air combos can be found at the bottom of the list. (Damage and meter assumes air combo #1)
# '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancels are the best thing to learn next once you feel ready to get into more optimal combos, as they optimize both damage and oki situations.
# While doing an air combo, if the opponent looks like they might drop out of the combo, swapping {{clr|3|j.S}} for {{clr|2|j.K}} usually prevents that from happening.
# Oki is short for [https://glossary.infil.net/?t=Okizeme okizeme]\
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
{{BeginnerComboDef}}
{{TheoryBox
| Title      = {{clr|P|5P}} Starter mash Combo
| Oneliner  = The go to option to convert off mashing in defense.
| Difficulty = Very Easy
| Anchor    =
| Video      =
| Recipe    = {{clr|P|2P}}xN > {{clr|P|6P}} > {{clr|S|236S}}
| content    =
Simple conversion for successfully mashing between a gap of the opponent's offense. The {{clr|P|6P}} may be needed to be skipped depending on spacing or using too many {{clr|P|2P}}'s. If close enough to the wall you face, it is possible to meaty with a button after this combo, but midscreen or with your back to the wall, you can only close some distance before they recover.
}}
 
{{TheoryBox
| Title      = Close Range {{clr|K|K}} Starter Ground Combo
| Oneliner  = Your best way of starting your oki.
| Difficulty = Very Easy
| Anchor    =
| Video      =
| Recipe    = {{clr|K|5K}}xN or {{clr|K|2K}}> {{clr|D|2D}} > {{clr|H|236H}}
| content    =
This combo is Millia's easiest way of starting her oki with H-disk ({{clr|H|236H}}). She will have access to her 4-way mixup, which can then be looped into more oki.
 
{{clr|K|5K}} allows you to {{keyword|Hit Confirm}} into {{clr|D|2D}}, but {{clr|K|2K}} is slightly faster and hits low, which makes it good for catching out opponents.
}}
 
{{TheoryBox
| Title      = {{clr|S|c.S}} Starter Combo
| Oneliner  = Works on grounded and aerial opponents.
| Difficulty = Very Easy
| Anchor    =
| Video      =
| Recipe    = {{clr|S|c.S}} > {{clr|H|6H}} or {{clr|H|2H}} > ({{clr|K|mc}}) {{clr|P|214P}}
| content    =
Simple conversion for landing a raw {{clr|S|c.S}} that works vs grounded or aerial opponents. It can also lead to a full combo near the corner after the haircar}, but requires well timed links with {{clr|K|Mirazh}} to loop with {{clr|H|6H}}. Alternatively, you can go for corner {{keyword|Okizeme}} by using H-disk ({{clr|H|236H}}).
}}
 
{{TheoryBox
| Title      = {{clr|S|c.S}} Starter Combo
| Oneliner  = The blockstring confirm.
| Difficulty = Very Easy
| Anchor    =
| Video      =
| Recipe    = {{clr|S|c.S}} > {{clr|S|2S}} > {{clr|H|5H}} > {{clr|P|214P}}
| content    =
You won't do this combo if you get a raw c.s hit typically, but what makes this useful is that the first 3 moves are also a basic blockstring for millia that works as a combo from any step within it. so if your blockstring only hits with the {{clr|S|2S}}, you can continue this recipe to combo, or if it hit from the {{clr|H|5H}}. if everything is blocked, end in {{clr|S|214S}} instead.
}}
{| class="wikitable sortable"  
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|+Beginner {{clr|1|Punch}} Combos
{{GGST-ComboTableHeader}}
|-
|-
| |
{{GGST-ComboTableRow
|combo = AA ({{clr|P|5P}})xN > {{clr|H|6H}} > ({{clr|K|mc}}) {{clr|P|214P}}
|position = Anywhere
|damage = ~80
|worksOn = All
|difficulty = Very Easy
|notes = Easy and safe anti-air that converts into hard knockdown. {{clr|P|5P}} can be used twice depending on distance. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki.
|video = [https://youtu.be/q2x8_HDMMjw?t=12 0:11]
|recipePC =
|checkedVersion =
}}
|-
|-
| | <big>'''{{clr|1|Punch}} starters'''</big>
{{GGST-ComboTableRow
|combo =  CH {{clr|P|6P}} > ({{clr|K|mc}}) {{clr|P|214P}}
|position = Anywhere
|damage = 61
|worksOn = All
|difficulty = Very Easy
|notes =  Converts grounded counter hit {{clr|P|6P}} into a hard knockdown. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki. If CH {{clr|P|6P}} is an air hit, you can replace {{clr|P|214P}} with {{clr|H|236H}} for a meaty hdisc instead if you prefer going for the oki rather than damage.
|video = [https://youtu.be/q2x8_HDMMjw?t=28 0:28]
|recipePC =
|checkedVersion =
}}
|-
|-
| | AA {{clr|1|5P}} > {{clr|4|6H}} > {{clr|1|214P}} || Anywhere || 80 || 13,5% || All || [1] {{clr|1|Very Easy}} || Easy and safe anti-air that converts into hard knockdown.
|}
 
 
{| class="wikitable sortable"
|-
|-
| | CH {{clr|1|6P}} > {{clr|1|214P}} || Anywhere || 61 || 13,1% || All || [1] {{clr|1|Very Easy}} || Converts {{clr|1|6P}} into hard knockdown. Works on both ground-hit and air-hit.
|+Beginner {{clr|2|Kick}} Combos
{{GGST-ComboTableHeader}}
|-
|-
| |  
{{GGST-ComboTableRow
|combo = {{clr|K|6K}} > {{clr|S|214}}({{clr|S|S}})xN
|position = Anywhere
|damage = 71
|worksOn = All
|difficulty = Very Easy
|notes = A high mixup combo that's fairly safe. If {{clr|K|6K}} successfully hits the opponent, mash {{clr|S|S}} until '''{{clr|S|Lust Shaker}}''' ({{clr|S|214S}}) knockdowns the opponent. Otherwise leave '''{{clr|S|Lust Shaker}}'''  unmashed to be safe on-block.
|video = [https://youtu.be/q2x8_HDMMjw?t=57 0:57]
|recipePC =
|checkedVersion =
}}
|-
|-
| | <big>'''{{clr|2|Kick}} starters'''</big>  
{{GGST-ComboTableRow
|combo = {{clr|K|6K}} > {{clr|K|2K}} > {{clr|D|2D}} > {{clr|H|236H}}
|position = Anywhere
|damage =
|worksOn = All
|difficulty = Easy
|notes = A link from {{clr|K|6K}} into meaty hdisc oki
|video =
|recipePC =
|checkedVersion =
}}
|-
|-
| | ({{clr|2|5K}})xN > {{clr|5|2D}} || Anywhere || 43-62 || 7,9%-13,2% || All || [1] {{clr|1|Very Easy}} || You can use 1-3 {{clr|2|5K}}s, but it's generally preferred to use 2 for hit confirming. Use '''H disc''' ({{clr|4|236H}}) if the {{clr|5|2D}} lands successfully.
|}
 
 
{| class="wikitable sortable"
|-
|-
| | {{clr|2|2K}} > {{clr|5|2D}} || Anywhere || 36 || 7,9% || All || [1] {{clr|1|Very Easy}} || Millia's main low mixup and punish combo. Use '''H disc''' ({{clr|4|236H}}) if the {{clr|5|2D}} lands successfully.
|+Beginner {{clr|3|Slash}} Combos
{{GGST-ComboTableHeader}}
|-
|-
| |  
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236236S}}, dash > {{clr|S|2S}} > {{clr|H|2H}} > {{clr|P|214P}}
|position = Anywhere
|damage = 194
|worksOn = All
|difficulty = Easy
|notes = Basic meter use for damage. Double tapping the dash macro after Millia lands can help with timing.
|video = [https://youtu.be/q2x8_HDMMjw?t=79 1:19]
|recipePC =
|checkedVersion =
}}
|-
|-
| | <big>'''{{clr|3|Slash}} starters'''</big>
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|mc}} (delay) {{clr|S|236236S}}, dash > {{clr|S|c.S}} > {{clr|H|6H}} > ({{clr|K|mc}}) {{clr|P|214P}}
|position = Anywhere
|damage = 200
|worksOn = All
|difficulty = Easy
|notes = Variant of the previous that's easier if you can do '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancels. Delay gives more time to do run up {{clr|S|c.S}}. Second '''{{clr|K|Mirazh}}''' cancel is for better oki.
|video = [https://youtu.be/q2x8_HDMMjw?t=86 1:26]
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}} || Anywhere || 101-114 || ~17% || All || [1] {{clr|1|Very Easy}} || Basic combo off {{clr|3|c.S}}. {{clr|4|6H}} does more damage while {{clr|4|2H}} keeps them in the air longer and closer to make oki setups easier.
{{GGST-ComboTableRow
|combo = dash (CH) {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|P|214P}}
|position = Anywhere
|damage = 90
|worksOn = All
|difficulty = Very Easy
|notes = {{clr|S|f.S}}'s poke combo. At max range, counter hit is required for {{clr|H|5H}}/{{clr|P|214P}} to work. Combo will work without initial dash but it's inconsistent.
|video = [https://youtu.be/q2x8_HDMMjw?t=108 1:48]
|recipePC =
|checkedVersion =
}}
|}
 
{| class="wikitable sortable"
|-
|-
| | {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236236S}}, dash > (delay) {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|214P}} || Anywhere || 194-200 || -50%, 12% || All || [2] {{clr|2|Easy}} || Same as previous but does more damage at the cost of meter. Against certain weights and how fast you are, delay may be required before doing {{clr|3|2S}}.
|+Beginner {{clr|H|Heavy Slash}} Combos
{{GGST-ComboTableHeader}}
|-
|-
| | Air-hit {{clr|3|c.S}} > jump cancel > [air combo] || Anywhere || (~161) || (~21,8%) || All || [1] {{clr|1|Very Easy}} || Air-hit {{clr|3|c.S}} will mainly come from successful '''H disc''' ({{clr|4|236H}}) oki or anti-airing.
{{GGST-ComboTableRow
|combo = {{clr|H|j.H}} land (micro dash) {{clr|S|c.S}}(N) > {{clr|D|2D}} > {{clr|H|236H}}
|position = Anywhere
|damage = 64-72
|worksOn = All
|difficulty = Very Easy
|notes = Millia's main jump-in. Replace {{clr|S|c.S}} with {{clr|K|2K}} if necessary to combo, as {{clr|S|c.S}} may be too slow if the {{clr|H|j.H}} was landed too high. Micro dash if you're not close enough to do {{clr|S|c.S}}.
|video = [https://youtu.be/q2x8_HDMMjw?t=168 2:48]
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|3|c.S}} > {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|214S}} || Anywhere || 112 || 22% || All || [1] {{clr|1|Very Easy}} || Basic block string.
|}
 
 
{| class="wikitable sortable"
|-
|-
| |  
|+Beginner {{clr|D|Dust}} Combos
{{GGST-ComboTableHeader}}
|-
|-
| | <big>'''{{clr|4|Heavy Slash}} starters'''</big>
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8 /\ {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|5|D}}
|position = Anywhere
|damage = 196
|worksOn = All
|difficulty = Very Easy
|notes = Easiest homing dust combo in the game. Just two buttons, no jump cancel/airdash, simple and strong.
|video = [https://youtu.be/q2x8_HDMMjw?t=202 3:22]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|4|2H}} > {{clr|2|214K}} (micro dash) {{clr|3|c.S}} > jump cancel > [air combo] || Away from corner || (~180) || (~29,7%) || All || [1] {{clr|1|Very Easy}} || Mainly used to punish DP or whiffed grab. Micro dash to side swap.
|}
 
==Full Combo List==
* Damage and Tension may sometimes have an asterisk next to them:
:: '''*1:''' Damage and tension assumes you used '''{{clr|P|Iron Savior}}''' ({{clr|P|214P}}) ender. '''{{clr|S|Septem Voices}}''' ({{clr|S|236236S}}) ender will do more damage (~20-80 more) at the cost of meter.
:: '''*2:''' More damage and tension can be gained from wall break, but will vary depending on what you use to wall break.
* If the video examples are too fast, use youtube's playback speed setting to slow them down.
** On PC/Mac you can use the comma (,) and period (.) keys to go frame-by-frame.
** Feel free to leave a comment if you are still confused.
 
 
<div style="text-align: center;">
==={{clr|P|Punch}} Combos===
</div>
{| class="wikitable sortable"
|-
|-
| | CH {{clr|4|2H}} > {{clr|2|214K}} (micro dash) {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}} || Anywhere || 135-145 || ~25,1% || All || [1] {{clr|1|Very Easy}} || Grounded variant of previous.
|+{{clr|1|5P/2P/6P}} Combos
|-
{{GGST-ComboTableHeader}}
| | CH {{clr|4|2H}} > {{clr|2|214K}} (micro dash) {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > (Delay) {{clr|3|236236S}}, dash {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|214P}} || Anywhere || 211-218 || ~20,5% || All || [2] {{clr|2|Easy}} || Same as previous but does more damage at the cost of meter. Delay '''Septem Voices''' ({{clr|3|236236S}}) if doing {{clr|4|2H}} route.
|-
|-
| | {{clr|4|j.H}} land {{clr|2|2K}} > {{clr|5|2D}} || Anywhere || 64 || 9,3% || All || [1] {{clr|1|Very Easy}} || Millia's main jump-in. Use '''H disc''' ({{clr|4|236H}}) if the {{clr|5|2D}} lands successfully.
{{GGST-ComboTableRow
|combo = AA ({{clr|P|5P}})xN > {{clr|H|6H}} > ({{clr|K|mc}}) {{clr|P|214P}}
|position = Anywhere
|damage = ~80
|worksOn = All
|difficulty = Very Easy
|notes = This {{clr|P|5P}} anti-air does the least damage but is the most consistent and gives a hard knockdown. {{clr|P|5P}} can be used multiple times depending on distance. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki. Can be {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|looped]]''</u>.
|video = [https://youtu.be/mfpSBF9cEXA Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| |  
{{GGST-ComboTableRow
|combo = AA {{clr|P|5P}}, (micro dash) {{clr|S|c.S}} jc {{clr|K|j.K}}/{{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} delay {{clr|P|j.236P}}
|position = Anywhere
|damage = ~119
|worksOn = All
|difficulty = Easy
|notes = Does more damage but soft knockdowns instead. Micro dash makes {{clr|S|c.S}} more consistent. Using {{clr|K|j.K}} instead of {{clr|S|j.S}} is more consistent but will do less damage.
|video = [https://youtu.be/ROfUWPbQwdM Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | <big>'''{{clr|5|Dust}} starters'''</big>
{{GGST-ComboTableRow
|combo = AA {{clr|P|5P}}, (micro dash) {{clr|S|c.S}} > {{clr|H|6H}}/{{clr|H|2H}} > ({{clr|K|mc}}) {{clr|P|214P}}
|position = Anywhere
|damage = 81-88
|worksOn = All
|difficulty = Very Easy
|notes = Works even if the opponent is low to the ground and gives a hard knockdown instead. The route [{{clr|H|2H}} > {{clr|K|mc}} > {{clr|P|214P}}] is impossible. '''{{clr|S|Septem Voices}}''' ({{clr|S|236236S}}) is possible but not recommended. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki. Can be {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|looped]]''</u>.
|video = [https://youtu.be/PSSkR9Vw0-g Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|5|6D}}/{{clr|5|4D}}, RRC (micro dash) land {{clr|3|c.S}} > jump cancel > [air combo] || Anywhere || (~112) || (-50%, ~14%) || All || [1] {{clr|1|Very Easy}} || Only use this combo to finish off the last of the opponent's HP. Micro dash to get closer or to side swap.
{{GGST-ComboTableRow
|combo = ({{clr|P|2P}})xN > ({{clr|P|6P}}) > {{clr|S|236S}}
|position = Anywhere
|damage = 40-56
|worksOn = All
|difficulty = Very Easy
|notes = Mashable {{clr|P|2P}} combo to get an opponent off Millia. {{clr|P|6P}} is not required but gives more time to input '''{{clr|S|S Disc}}''' ({{clr|S|236S}}). {{clr|P|5P}} can be used instead but it's not recommended.
|video = [https://youtu.be/v0_9bi54zuQ Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|5|5[D]}}8 /\ {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|5|D}} || Anywhere || 196 || 21,2% || All || [1] {{clr|1|Very Easy}} || Easiest homing dust combo in the game. Just two buttons, no jump cancel/airdash, simple and strong.
{{GGST-ComboTableRow
|combo = CH {{clr|P|6P}} > ({{clr|K|mc}}) {{clr|P|214P}}
|position = Anywhere
|damage = 61
|worksOn = All
|difficulty = Very Easy
|notes = Converts grounded counter hit {{clr|P|6P}} into a hard knockdown.
|video = [https://youtu.be/EiRSFp1zV4o Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| |  
{{GGST-ComboTableRow
|combo = (CH) {{clr|P|6P}} > {{clr|S|214S}}{{clr|P|214P}}
|position = Anywhere
|damage = 61
|worksOn = All
|difficulty = Medium
|notes = {{clr|P|6P}} option select that is an extremely good poking tool thanks to {{clr|P|6P}}'s low profile. Gives '''{{clr|S|Lust Shaker}}''' ({{clr|S|214S}}) on non-counterhit and '''{{clr|P|Iron Savior}}''' ({{clr|P|214P}}) on counterhit. {{clr|P|214P}} input must be done very quickly after {{clr|S|214S}} input in order for the option select to work.
|video = [https://youtu.be/zRy2Ib1D1gY Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = (CH) {{clr|P|6P}} delay {{clr|S|214S}}{{clr|P|P}}
|position = Anywhere
|damage = 61
|worksOn = All
|difficulty = Medium
|notes = Alternative version of previous OS that might be easier. Delay should be subtle and avoid pressing {{clr|S|S}} and {{clr|P|P}} at the same time.
|video = [https://youtu.be/Q_4UalBvaMs Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | <big>'''Air Combos'''</big>
{{GGST-ComboTableRow
|combo = CH AA {{clr|P|6P}} > {{clr|K|mc}} {{clr|H|236H}}
|position = Anywhere
|damage = 28
|worksOn = All
|difficulty = Very Easy
|notes = Converts anti-air counter hit {{clr|P|6P}} into a meaty '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) setup.
|video = [https://youtu.be/7hjcaPtsOgY Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (optional starter) > {{clr|3|j.S}} > {{clr|5|j.D}} jump cancel {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1|j.236P}} || Anywhere || ~161 || ~21,8% || All || [1] {{clr|1|Very Easy}} || Basic air combo. Damage and tension based on {{clr|3|c.S}} starter.
{{GGST-ComboTableRow
|combo = AA {{clr|P|6P}} > {{clr|K|214K}}, (micro dash) {{clr|K|5K}}/{{clr|S|c.S}} > ...
|position = Anywhere
|damage =
|worksOn = All
|difficulty = Very Easy
|notes = Converts an air-blocked {{clr|P|6P}} into a {{clr|K|5K}}/{{clr|S|c.S}} block string starter. Micro dash gives better block string options and makes {{clr|S|c.S}} more consistent.
|video = [https://youtu.be/FfDqgTV-WiY Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (optional starter) > {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1|j.236P}} || Anywhere || ~161 || ~21,8% || All || [1] {{clr|1|Very Easy}} || Use if opponent isn't high enough to jump cancel. Damage and tension based on {{clr|3|c.S}} starter.
|}
|}
* Use {{clr|P|5P}} to anti-air if you want something safer than {{clr|H|2H}} or {{clr|P|6P}} but are not close enough to use {{clr|S|c.S}} instead.


==Full Combo List==
<div style="text-align: center;">
* '''Asterisk Note *1:''' Damage and tension assumes you used '''Iron Savior''' ({{clr|1|214P}}) ender. '''Septem Voices''' ({{clr|3|236236S}}) ender will do more damage (~20-60 more) at the cost of meter.
* '''Asterisk Note *2:''' More damage and tension can be gained from wall break, but will vary depending on what you use to wall break.


==={{clr|1|Punch}} Combos===
==={{clr|K|Kick}} Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
</div>
{| class="wikitable sortable"  
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|+{{clr|2|5K/2K/6K}} Combos
{{GGST-ComboTableHeader}}
|-
|-
| | AA {{clr|1|5P}} > {{clr|4|6H}} > {{clr|1|214P}} || Anywhere || 80 || 13,5% || All || [1] {{clr|1|Very Easy}} || This {{clr|1|5P}} anti-air does the least damage but is the most consistent and gives hard knockdown.
{{GGST-ComboTableRow
|combo = ({{clr|K|5K}})xN > {{clr|D|2D}} > ({{clr|K|mc}}) {{clr|H|236H}}
|position = Anywhere
|damage = 43-62
|worksOn = All
|difficulty = Very Easy
|notes = You can use up to three {{clr|K|5K}}s but doing so will prevent you from doing cross-up '''{{clr|H|H Disc}}''' ({{clr|H|236H}}). Using a '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel will bring you close enough to cross-up, but you will get a delay '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) instead.
|video = [https://youtu.be/uN83bA-hx6c Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo =  {{clr|K|2K}} > {{clr|D|2D}} > ({{clr|K|mc}}) {{clr|H|236H}}
|position = Anywhere
|damage = 36
|worksOn = All
|difficulty = Very Easy
|notes = Millia's main low mixup and punish combo. Millia can add a {{clr|K|5K}} before doing {{clr|K|2K}}, but there's no reason to do that. {{clr|D|2D}} is very unsafe on block so be careful when using this combo as a mixup.
|video = [https://youtu.be/aj1dVhbvneM Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|6K}} > {{clr|S|214S}}
|position = Anywhere
|damage = 47-71
|worksOn = All
|difficulty = Very Easy
|notes =  Converts {{clr|K|6K}} into a decent combo. Non-mashed '''{{clr|S|Lust Shaker}}''' ({{clr|S|214S}}) is safe on-block while the mashed version does extra damage and will soft knockdown (KD is only useful in the corner).
|video = [https://youtu.be/Xzpm0tp7two Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|6K}} > {{clr|S|236S}} 66.PRC {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} delay {{clr|P|j.236P}}
|position = Anywhere
|damage = ~143
|worksOn = All
|difficulty = Very Easy
|notes = If you're willing to use meter, '''{{clr|S|S Disc}}''' ({{clr|S|236S}}) can be a good option as it does more damage with RC than '''{{clr|S|Lust Shaker}}''' ({{clr|S|214S}}) would and leads into a 4-way mix if blocked instead. Without RC, '''{{clr|S|S Disc}}''' is worse because it does less damage and is unsafe on-block.
|video = [https://youtu.be/G5ihV6SR3Qg Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | AA {{clr|1|5P}}, (micro dash) {{clr|3|c.S}} jc {{clr|3|j.S}} > {{clr|5|j.D}} jc {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|1|j.236P}} || Anywhere || 119 || 23,8% || All || [2] {{clr|2|Easy}} || Does more damage but soft knockdowns instead. Micro dash makes {{clr|3|c.S}} more consistent but is not always required.
{{GGST-ComboTableRow
|combo = {{clr|K|6K}} > {{clr|S|236236S}}, micro dash {{clr|H|236H}}
|position = Anywhere
|damage = 102
|worksOn = All
|difficulty = Very Easy
|notes = Alternative meter option for {{clr|K|6K}}. '''{{clr|S|Septem Voices}}''' ({{clr|S|236236S}}) leads into '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) oki on-hit and leaves you plus if blocked instead. Micro dash '''{{clr|H|H Disc}}''' must be done very quickly in order to get the meaty setup (inputting {{clr|H|2366H}} helps).
|video = [https://youtu.be/WxqwJG4n3EM Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | AA {{clr|1|5P}}, (micro dash) {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}} || Anywhere || 81-88 || 17,4%-17,8% || All || [1] {{clr|1|Very Easy}} || If you micro dash too slow, the opponent will be too low to use the previous combo. You can use this combo as a backup (or if you prefer hard knockdown).
{{GGST-ComboTableRow
|combo = {{clr|K|6K}} > {{clr|K|mc}} {{clr|S|236236S}} [...]
|position = Anywhere
|damage = 102
|worksOn = All
|difficulty = Medium
|notes = Makes '''{{clr|S|Septem Voices}}''' ({{clr|S|236236S}}) extensions easier. Extremely good in the corner as the corner prevents push back allowing Millia to take advantage of the plus frames to block string into {{clr|S|c.S}}.
|video = [https://youtu.be/iaLg_Iu3VJ8 Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|1|6P}} > {{clr|1|214P}} || Anywhere || 61 || 13,1% || All || [1] {{clr|1|Very Easy}} || Works on both ground-hit and air-hit.
|}
|}


* Use {{clr|1|5P}} to anti-air if you want something safer than {{clr|4|2H}} or {{clr|1|6P}} but are not close enough to use {{clr|3|c.S}} instead.
* Only use '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) if the {{clr|D|2D}} lands successfully. At high level play, {{clr|D|2D}} can be easily punished by invincible reversals.
 


<div style="text-align: center;">


==={{clr|2|Kick}} Combos===
==={{clr|S|Slash}} Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
</div>
{| class="wikitable sortable"  
|-
|+{{clr|3|c.S/f.S/2S}} Combos
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = (dash) {{clr|S|c.S}} > [({{clr|S|2S}}) > {{clr|H|5H}}/{{clr|H|2H}}]  or [{{clr|H|6H}}] > {{clr|S|214S}}
|position = Anywhere
|damage =
|worksOn = All
|difficulty = Very Easy
|notes = The full {{clr|S|c.S}} block string. {{clr|H|2H}} has better counter hit combos than {{clr|H|5H}}, but {{clr|H|5H}} is less likely to whiff and is the only gapless block string. {{clr|H|6H}} is used to chase an opponent using FD or to special cancel into '''{{clr|P|Bad Moon}}''' ({{clr|P|j.236P}}). Dash is required to do {{clr|S|2S}} > {{clr|H|2H}} route.
|video = [https://youtu.be/RPb_fRZenOM Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo =  {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|H|236H}}
|position = Anywhere
|damage = 56
|worksOn = All
|difficulty = Very Easy
|notes = Generally not used on it's own, but it's usually used to hit confirm into a meaty '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) after a mixup. Particularly because of the low push back from {{clr|S|c.S}}(1).
|video = [https://youtu.be/eg4SGyljb0s Link]
|recipePC =
|checkedVersion =
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|214P}}/{{clr|S|236236S}}
|position = Anywhere
|damage = 114 <sup>*1</sup>
|worksOn = All
|difficulty = Very Easy
|notes = Basic combo off {{clr|S|c.S}} hit.
|video =  [https://youtu.be/Lsxu6dUdkLM Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | ({{clr|2|5K}})xN > {{clr|5|2D}} || Anywhere || 43-62 || 7,9%-13,2%|| All || [1] {{clr|1|Very Easy}} || You can use up to three {{clr|2|5K}}s but doing so will prevent you from doing cross-up '''H disc''' ({{clr|4|236H}}). Instead, it's best to use two {{clr|2|5K}}s for hit confirming and one {{clr|2|5K}} for setting up mixups.
{{GGST-ComboTableRow
|combo = (dash) {{clr|S|c.S}} > {{clr|H|2H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage = 101 <sup>*1</sup>
|worksOn = All
|difficulty = Very Easy
|notes = lternate route that can do '''{{clr|S|Septem Voices}}''' ({{clr|S|236236S}}) extensions. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki.
|video = [https://youtu.be/Q33uEOxb1Zc Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | ({{clr|2|5K}}) > {{clr|2|2K}} > {{clr|5|2D}} || Anywhere || 36-51 || 7,9%-12,9% || All || [1] {{clr|1|Very Easy}} || Millia's main low mixup and punish combo. Adding {{clr|2|5K}} is mainly for turning the combo into a hit confirm or to push the opponent away to be safer on block. {{clr|5|2D}} is very unsafe on block so be careful when using this combo as a mixup.
{{GGST-ComboTableRow
|}
|combo = dash {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|mc}} {{clr|P|214P}}, (micro dash) {{clr|K|3K}} > {{clr|H|6H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
 
|position = Anywhere
* If {{clr|5|2D}} lands, you should always follow it up with '''H Disc''' ({{clr|4|236H}})
|damage = 149 <sup>*1</sup>
 
|worksOn = All
 
|difficulty = Easy
==={{clr|3|Slash}} Combos===
|notes = Does more damage than previous but has weaker oki opportunity. Micro dash is only for better consistency.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|video = [https://youtu.be/SAlEOl9wERE Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = dash {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|mc}} {{clr|P|214P}}, micro dash {{clr|S|c.S}} > {{clr|H|6H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage = 154 <sup>*1</sup>
|worksOn = All
|difficulty = Easy
|notes = Harder version of the previous that does more damage. Very inconsistent against light characters. Can be {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|looped]]''</u>.
|video = [https://youtu.be/F4Hk2sCzoo0 Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = (dash) {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|mc}} {{clr|P|214P}}, (delay) {{clr|H|236H}}
|position = Anywhere
|damage = 101
|worksOn = All
|difficulty = Easy
|notes = Sacrifices the extra damage for a delay '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) oki. Even though the '''{{clr|H|H Disc}}''' isn't meaty, the gap is so small that this tends to not to be a problem. Add extra delay for light and medium weight characters if you want to safe jump the '''{{clr|H|H Disc}}''' with {{clr|H|j.H}}.
|video = [https://youtu.be/louC4T-YOqU Link]
|recipePC =  
|checkedVersion =
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableRow
|combo = (dash) {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|236S}}, (micro dash) {{clr|K|3K}}/{{clr|S|c.S}} > {{clr|H|6H}}/{{clr|H|2H}} > ({{clr|K|mc}}) {{clr|P|214P}} WS
|position = Corner
|damage = 153-160 <sup>*2</sup>
|worksOn = All
|difficulty = Very Easy
|notes = Best {{clr|S|c.S}} corner combo. Initial dash makes micro dash more forgiving or completely optional. Use {{clr|S|c.S}} for more damage, or use {{clr|K|3K}} if you're too far away to do micro dash {{clr|S|c.S}}. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel makes wall breaking easier. Can be {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|looped]]''</u>.
|video = [https://youtu.be/IVo2vVEcayU Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (dash) {{clr|3|c.S}} > [({{clr|3|2S}}) > {{clr|4|5H}}/{{clr|4|2H}}]  or [{{clr|4|6H}}] > {{clr|3|214S}} || Anywhere || 108-114 || 16,2%-20% || All || [1] {{clr|1|Very Easy}} || The full {{clr|3|c.S}} block string with alternate routes. Dash is required to do {{clr|3|2S}} > {{clr|4|2H}} route.
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}}(2) > {{clr|H|6H}} > {{clr|K|mc}} (delay) {{clr|P|214p}} > {{clr|S|c.S}}/{{clr|K|2k}} > {{clr|H|6H}} > {{clr|K|mc}} {{clr|P|214p}}
|position = Away from corner/midscreen
|damage =
|worksOn = All
|difficulty = Easy
|notes = Optimal CH c.s combo. {{clr|P|Iron Savior}} after the {{clr|K|Mirazh}} needs to be delayed. You can do c.s after the {{clr|P|Iron Savior}} if it is delayed perfectly, but if you want to stay consistent, use 2k instead.
|video =
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|3|c.S}} > {{clr|5|2D}} || Anywhere || 56 || 9,8% || All || [1] {{clr|1|Very Easy}} || Generally not used on it's own, but it's used to hit confirm into {{clr|5|2D}}.
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}}(1) > {{clr|H|2H}} > {{clr|K|214K}}, {{clr|S|c.S}} jc {{clr|K|j.K}}/{{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} delay {{clr|P| j.236P}}
|position =  Away from corner
|damage = ~163
|worksOn = All
|difficulty = Very Easy
|notes = Mainly used to punish DPs, grabs, or any other moves that leave the opponent in counter hit state. Usually {{clr|H|2H}} is better, but sometimes {{clr|H|2H}} is too slow making this your only option. Doesn’t work on air-hit.  
|video = [https://youtu.be/S4KN7c_nB4k Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|214P}} || Anywhere || 114 || 17,4% || All || [1] {{clr|1|Very Easy}} || Basic combo off {{clr|3|c.S}} hit.
{{GGST-ComboTableRow
|combo = CH {{clr|S|c.S}}(1) > {{clr|H|2H}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|H|6H}}/{{clr|H|2H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage = 127-136 <sup>*1</sup>
|worksOn = All
|difficulty = Very Easy
|notes =  Grounded variant of previous. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki. Can be {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|looped]]''</u>.
|video = [https://youtu.be/Icie2v-ewTM Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (dash) {{clr|3|c.S}} > ({{clr|3|2S}}) > {{clr|4|2H}} > {{clr|1|214P}}/{{clr|3|236236S}} [...] || Anywhere || 101-114 <sup>*1</sup> || 16,8%-21,2% <sup>*1</sup> || All || [1] {{clr|1|Very Easy}} || Alternate route with '''Septem Voices''' ({{clr|3|236236S}}) extensions. Dash required for {{clr|3|2S}}.
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} jc 66.BRC {{clr|H|2H}} > {{clr|K|214K}}, {{clr|S|c.S}} jc {{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} delay {{clr|P| j.236P}}
|position = Away from corner
|damage = ~176
|worksOn = All
|difficulty = Easy
|notes = Blue RC combo that's used to side swap an opponent. The BRC should come out before Millia actually jumps. Useful if Millia is trying to go for a wall break.
|video = [https://youtu.be/s973PW4NoU4 Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | dash {{clr|3|c.S}} > {{clr|4|2H}}, micro dash {{clr|2|3K}} > {{clr|4|6H}} > {{clr|1|214P}}/{{clr|3|236236S}} [...] || Anywhere || 141 <sup>*1</sup> || 23,7% <sup>*1</sup> || All except NA, LE, PO, and GO || [4] {{clr|4|Hard}} || Similar to previous but gives more meter and damage
{{GGST-ComboTableRow
|combo = {{clr|S|c.S}} jc 66.BRC {{clr|H|2H}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|H|6H}}/{{clr|H|2H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage = 148 <sup>*1</sup>
|worksOn = All
|difficulty = Easy
|notes = Grounded variant of previous. This version is more ideal when Millia is already close to the corner allowing for {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|loops]]''</u>. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki.
|video = [https://youtu.be/jGbeJITL9ic Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (dash) {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|3|236S}} (micro dash) {{clr|2|3K}}/{{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}} WS || Corner || 153-160 <sup>*2</sup> || 28,4%-30,1% <sup>*2</sup> || All || [1] {{clr|1|Very Easy}} || Best {{clr|3|c.S}} corner combo. Initial dash makes micro dash more forgiving or completely optional. Use {{clr|3|c.S}} for more damage, or use {{clr|2|3K}} if you're too far away to do micro dash {{clr|3|c.S}}.
{{GGST-ComboTableRow
|combo = AA {{clr|S|c.S}} jc {{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} delay {{clr|P| j.236P}}
|position = Away from corner
|damage = ~161
|worksOn = All
|difficulty = Very Easy
|notes = Good anti-air if opponent is vertically above Millia and also serves as the basis of many combos. Getting a counter hit lets you use {{clr|S|c.S}} twice (delay 2nd {{clr|S|c.S}}).
|video = [https://youtu.be/qn97MJawFwI Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (dash) {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|214P}} (micro dash) {{clr|2|3K}}/{{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}} WS || Corner || 149-154 <sup>*2</sup> || 28,4%-29,7% <sup>*2</sup> || All || [1] {{clr|1|Very Easy}} || Slightly less optimal corner combo, but some Millia players prefer it.
{{GGST-ComboTableRow
|combo = AA ({{clr|S|c.S}})xN > {{clr|H|6H}}/{{clr|H|2H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage = 101-126 <sup>*1</sup>
|worksOn = All
|difficulty = Very Easy
|notes = Grounded variant of previous. You can use {{clr|S|c.S}} twice if the first {{clr|S|c.S}} hit's high enough. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki. Can be {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|looped]]''</u>.
|video = [https://youtu.be/yCqKLa_4-V8 Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|3|c.S}}(1) > {{clr|4|2H}} > {{clr|2|214K}}, {{clr|3|c.S}} jc {{clr|3|j.S}} > {{clr|5|j.D}} jc {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1| j.236P}} || Away from corner || ~163 || ~29,3% || All || [1] {{clr|1|Very Easy}} || Mainly used to punish DPs, grabs, or any other moves that leave the opponent in counter hit state. Usually {{clr|4|2H}} is better, but sometimes {{clr|4|2H}} is too slow making this your only option.
{{GGST-ComboTableRow
|combo = dash (CH) {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|P|214P}}
|position = Anywhere
|damage = 90
|worksOn = All
|difficulty = Very Easy
|notes = Only poke with this combo at {{clr|S|f.S}}'s mid-to-max range since {{clr|K|5K}} would be superior when up close (faster and has mix-ups). At {{clr|S|f.S}}'s max range, counter hit is required for {{clr|H|5H}} to work. Combo will work without the initial dash but it's inconsistent.
|video =  [https://youtu.be/qdlEJL2nSnQ Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|3|c.S}}(1) > {{clr|4|2H}} > {{clr|2|214K}}, {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}}/{{clr|3|236236S}} [...] || Anywhere || 127-136 <sup>*1</sup> || ~24,9% <sup>*1</sup> || All || [1] {{clr|1|Very Easy}} || Grounded variant of previous. Can be {{clr|4|6H}} looped.
{{GGST-ComboTableRow
|combo = dash {{clr|S|f.S}} > {{clr|H|5H}} > ({{clr|K|mc}}) {{clr|S|236S}}
|position = Anywhere
|damage = 85
|worksOn = All
|difficulty = Very Easy
|notes = Variant of previous that's much more consistent. '''{{clr|K|Mirazh}}''' cancel allows for a meaty {{clr|K|5K}} follow up.
|video = [https://youtu.be/7wpnOfiQudo Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | AA {{clr|3|c.S}} jc {{clr|3|j.S}} > {{clr|5|j.D}} jc {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1| j.236P}} || Away from corner || ~161 || ~22% || All || [1] {{clr|1|Very Easy}} || Good anti-air if opponent is vertically above Millia and also serves as the basis of many combos. Getting a counter hit lets you use {{clr|3|c.S}} twice (delay 2nd {{clr|3|c.S}}).
{{GGST-ComboTableRow
|combo =  {{clr|S|2S}} > {{clr|H|5H}}/{{clr|H|2H}} > {{clr|S|214S}}
|position = Anywhere
|damage =
|worksOn = All
|difficulty = Very Easy
|notes = Block string that does an immediate low rather than a delayed one. Pairs well with '''{{clr|P|Bad Moon}}''' ({{clr|P|j.236P}}) as a way to meaty mixup. It can also be used to call out an opponent's low profile attack.
|video = [https://youtu.be/0ePBHNW4u8U Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | AA ({{clr|3|c.S}})xN > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}}/{{clr|3|236236S}} [...] || Anywhere || 101-126 <sup>*1</sup> || 17,6%-21,4% <sup>*1</sup> || All || [1] {{clr|1|Very Easy}} || Grounded variant of previous. You use two {{clr|3|c.S}}es without counter hit if first {{clr|3|c.S}} hit's high enough. Can be {{clr|4|6H}} looped.
{{GGST-ComboTableRow
|combo = {{clr|S|2S}} > {{clr|H|5H}} > [{{clr|P|214P}}] or [({{clr|K|mc}}) {{clr|S|236S}}]
|position = Anywhere
|damage = 88 or 83
|worksOn = All
|difficulty = Very Easy
|notes = Use this combo if {{clr|S|2S}} successfully hit the opponent. '''{{clr|P|Iron Savior}}''' ({{clr|P|214P}}) might not combo if the opponent is too far away, so use '''{{clr|S|S Disc}}''' ({{clr|S|236S}}) variant instead. '''{{clr|K|Mirazh}}''' cancel allows for a meaty {{clr|K|5K}} follow up.  
|video = [https://youtu.be/MUZ4-CYd2Lg Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (CH) {{clr|3|f.S}} > {{clr|4|5H}} > {{clr|1|214P}} || Anywhere || 93 || 19,7% || All || [1] {{clr|1|Very Easy}} || Only use this combo to poke at {{clr|3|f.S}}'s mid-to-max range. When up close, {{clr|2|5K}} is a superior poke (faster and has mix-ups). At {{clr|3|f.S}}'s max range, counter hit is required for combo to work.
{{GGST-ComboTableRow
|combo = (dash) {{clr|S|2S}} > {{clr|H|2H}} > ({{clr|K|mc}}) {{clr|P|214P}}
|position = Anywhere
|damage = 91
|worksOn = All
|difficulty = Very Easy
|notes = {{clr|H|2H}} variant of previous that leads into better oki but requires Millia to be closer to the opponent. Dash momentum makes {{clr|H|2H}} more likely to connect from a distance.
|video = [https://youtu.be/DYNG3fcN_eA Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|3|2S}} > {{clr|4|5H}} > {{clr|3|214S}} || Anywhere || 88 || 17% || All || [1] {{clr|1|Very Easy}} || Combo serves identical purpose to previous but doesn't whiff on low profiles at the cost of horizontal range. Delaying {{clr|4|5H}} let's you frame trap and counter hit confirm the next few combos.
{{GGST-ComboTableRow
|combo = (dash) {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|mc}} {{clr|P|214P}}, {{clr|K|3K}} > {{clr|H|6H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage = 134
|worksOn = Near corner for GI, IN, JC, MA, MI, RA<br>Midscreen everyone else
|difficulty = Easy
|notes = Higher damaging version of previous that must be done midscreen (Near corner only for lightweights). Can be {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|looped]]''</u>
|video = [https://youtu.be/1BW6EZSLkbg Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|3|2S}} > {{clr|4|5H}} > {{clr|1|214P}} || Anywhere || 90 || 18,9% || All || [1] {{clr|1|Very Easy}} || If you hit with the tip of {{clr|3|2S}} then only this combo will work.
{{GGST-ComboTableRow
|combo = (dash) CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|214K}}, {{clr|S|c.S}} jc {{clr|K|j.K}} > {{clr|D|j.D}} jc {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} delay {{clr|P|j.236P}}
|position = Anywhere
|damage = ~154
|worksOn = All
|difficulty = Very Easy
|notes = Generally not possible to switch from {{clr|H|5H}} to {{clr|H|2H}} on reaction, so only go for this combo if you were already going to do a {{clr|H|2H}}.
|video = [https://youtu.be/X9wHqz5FJu4 Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (dash) CH {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|214K}}, {{clr|3|c.S}} jc {{clr|2|j.K}} > {{clr|5|j.D}} jc {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1| j.236P}} || Anywhere || ~154 || ~29,3% || All || [1] {{clr|1|Very Easy}} || Dash makes combo work from farther away.
{{GGST-ComboTableRow
|combo = (dash) CH {{clr|S|2S}} > {{clr|H|2H}} > {{clr|K|214K}}, {{clr|S|c.S}} > {{clr|H|6H}}/{{clr|H|2H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage = 130-138 <sup>*1</sup>
|worksOn = All
|difficulty = Very Easy
|notes = Grounded variant of previous. Can be {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|looped]]''</u>
|video = [https://youtu.be/fxIpIYiNU2k Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (dash) CH {{clr|3|2S}} > {{clr|4|2H}} > {{clr|2|214K}}, {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}}/{{clr|3|236236S}} [...] || Anywhere || 130-138 <sup>*1</sup> || 26,6% <sup>*1</sup> || All || [1] {{clr|1|Very Easy}} || Grounded variant of previous. Can be {{clr|4|6H}} looped.
|}
|}
<div style="text-align: center;">


==={{clr|H|Heavy Slash}} Combos===
</div>


==={{clr|4|Heavy Slash}} Combos===
{| class="wikitable sortable"  
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|+{{clr|4|5H/2H/6H}} Combos
{{GGST-ComboTableHeader}}
|-
|-
| | CH {{clr|4|5H}} > {{clr|2|214K}}, ({{clr|2|5K}})xN > {{clr|5|2D}} || Anywhere || 87-98 || 18,3%-21,4% || All || [1] {{clr|1|Very Easy}} || Converts counter hit {{clr|4|5H}} into '''H Disc''' ({{clr|4|236H}}) set-up. Use two {{clr|2|5K}}s if you don't like the opponent being too close during '''H Disc'''.
{{GGST-ComboTableRow
|combo = CH {{clr|H|5H}} > {{clr|K|214K}}, (micro dash) ({{clr|K|5K}})xN > {{clr|D|2D}} > ({{clr|K|mc}}) {{clr|H|236H}}
|position = Anywhere
|damage = 87-98
|worksOn = All
|difficulty = Very Easy
|notes = Converts counter hit {{clr|H|5H}} into '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) set-up. Use two {{clr|K|5K}}s if you don't like the opponent being too close during '''{{clr|H|H Disc}}'''. Micro dash to get closer.
|video = [https://youtu.be/pYGNmIKEW4Q Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|4|5H}} > {{clr|2|214K}}, {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|214P}}/{{clr|3|236236S}} || Anywhere || 142 <sup>*1</sup> || 27,2% <sup>*1</sup> || All || [1] {{clr|1|Very Easy}} || Use if you just want guaranteed damage instead of the risky but more rewarding '''H Disc''' ({{clr|4|236H}}) damage.
{{GGST-ComboTableRow
|combo =  CH {{clr|H|5H}} > {{clr|K|214K}}, (micro dash) {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|214P}}/{{clr|S|236236S}}
|position = Anywhere
|damage = 142 <sup>*1</sup>
|worksOn = All
|difficulty = Very Easy
|notes = Use this combo instead for guaranteed damage rather than the risky but more rewarding '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) damage.
|video = [https://youtu.be/3Lf73hufb8w Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|4|5H}} > {{clr|2|214K}}, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|214P}}/{{clr|3|236236S}} [...] || Anywhere || 132 <sup>*1</sup> || 26,6% <sup>*1</sup> || All || [1] {{clr|1|Very Easy}} || Variant that allows for '''Septem Voices''' ({{clr|3|236236S}}) extensions
{{GGST-ComboTableRow
|combo = CH {{clr|H|5H}} > {{clr|K|214K}}, (micro dash) {{clr|S|c.S}} > {{clr|H|2H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage = 132 <sup>*1</sup>  
|worksOn = All
|difficulty = Very Easy
|notes = Variant that allows for '''{{clr|S|Septem Voices}}''' ({{clr|S|236236S}}) extensions. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki.
|video = [https://youtu.be/4qJxbVB07To Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|4|2H}} > (micro dash) {{clr|2|5K}}/{{clr|2|3K}} > {{clr|4|6H}} > {{clr|1|214P}} || Anywhere || 130 || 18,9% || All || [2] {{clr|2| Easy}} || Millia must be close to opponent. It's unlikely you will land {{clr|4|2H}} raw, but rather, have {{clr|4|2H}} hit during a block string and not get a counter hit for better combos.  
{{GGST-ComboTableRow
|combo = {{clr|H|2H}} > (micro dash) {{clr|K|5K}}/{{clr|K|3K}} > {{clr|H|6H}} > ({{clr|K|mc}}) {{clr|P|214P}}
|position = Anywhere
|damage =  130
|worksOn = All
|difficulty = Very Easy
|notes =  Millia must be close to the opponent. A combo that can be easily done on reaction after a successful non-counterhit frame trap.  '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki and consistency.
|video = [https://youtu.be/9CPiXqnPLgA Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|4|2H}} > {{clr|2|214K}} (micro walk/dash) {{clr|3|c.S}} jc ({{clr|2|j.K}}/{{clr|3|j.S}}) > {{clr|5|j.D}} jc {{clr|3|j.S}} > {{clr|5|j.D}} jc {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1|j.236P}} || Away from corner || ~180 || ~29,7% || All || [1] {{clr|1|Very Easy}} || Millia's main DP and Grab punish. Micro walk/dash to side switch (walk to avoid dash sliding but timing will be tighter).
{{GGST-ComboTableRow
|combo =  {{clr|H|2H}} > {{clr|K|mc}} {{clr|P|214P}}, (micro dash) {{clr|S|c.S}} jc {{clr|K|j.K}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} WS {{clr|P|j.236P}} WB
|position = Midscreen
|damage = 183
|worksOn = All
|difficulty = Easy
|notes = Millia must be close to opponent. Can be used to punish moves that are extremely minus but don't leave the opponent in counterhit state. Air combo will likely drop when not near the corner so don’t bother outside corner range.
|video = [https://youtu.be/iS_kgon1Fm4 Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|4|2H}} > {{clr|2|214K}} (micro walk/dash) {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}}/{{clr|3|236236S}} [...] || Anywhere || 135-145 <sup>*1</sup> || ~25,1% <sup>*1</sup> || All || [1] {{clr|1|Very Easy}} || Grounded variant of previous. Can be {{clr|4|6H}} looped.
{{GGST-ComboTableRow
|combo = {{clr|H|2H}} > {{clr|K|mc}} {{clr|P|214P}}, (micro dash) {{clr|S|c.S}} > {{clr|H|6H}}/{{clr|H|2H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage = 147
|worksOn = All
|difficulty = Easy
|notes = Grounded variant of previous. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki. Can be {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|looped]]''</u>.
|video = [https://youtu.be/7XiICMJiXLE Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|4|6H}}(1) (delay) {{clr|4|j.236H}} land (micro dash) {{clr|3|c.S}} jc ({{clr|2|j.K}}/{{clr|3|j.S}}) > {{clr|5|j.D}} jc {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1|j.236P}} || Away from corner || ~156 || ~29,4% || All but IN || [2] {{clr|2|Easy}} || Millia has to be at point blank range. Delay is optional, but it lets you hit confirm.
{{GGST-ComboTableRow
|combo = CH {{clr|H|2H}} > {{clr|K|214K}} (micro walk/dash) {{clr|S|c.S}} jc {{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} delay {{clr|P|j.236P}}
|position = Away from corner  
|damage = ~180
|worksOn = All
|difficulty = Very Easy
|notes = Millia's main DP and Grab punish. Micro walk/dash to side switch (walking avoids sliding from dash but timing will be tighter).
|video = [https://youtu.be/IevXdvyiu9o Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|4|6H}}(1) (delay) {{clr|4|j.236H}} land (micro dash) {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}}/{{clr|3|236236S}} [...] || Anywhere || 120-129 <sup>*1</sup> || 25,1% <sup>*1</sup> || All but IN || [1] {{clr|1|Very Easy}} || Grounded variant of previous. Can be {{clr|4|6H}} looped.
{{GGST-ComboTableRow
|combo = CH {{clr|H|2H}} > {{clr|K|214K}} (micro walk/dash) {{clr|S|c.S}} > {{clr|H|6H}}/{{clr|H|2H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage = 135-145 <sup>*1</sup>  
|worksOn = All
|difficulty = Very Easy
|notes = Grounded variant of previous. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki. Can be {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|looped]]''</u>.
|video = [https://youtu.be/RfPSfxlnLyk Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|4|6H}}(1) (delay) {{clr|2|j.236K}}, ({{clr|2|5K}})xN > {{clr|5|2D}} || Anywhere || 63-74 || 13,1%-16,2% || All || [1] {{clr|1|Very Easy}} || Variant that works regardless of character or distance. It will also do more damage if you do a successful '''H Disc''' ({{clr|4|236H}}) follow up.
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}} > {{clr|K|mc}} {{clr|P|214P}}, (micro dash) {{clr|S|c.S}} > {{clr|H|6H}}/{{clr|H|2H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage = 157-162 <sup>*1</sup>
|worksOn = All
|difficulty = Easy
|notes = Counter hit {{clr|H|6H}} combo with good damage and decent oki follow ups. Microdash is unnecessary, but it might help make the {{clr|S|c.S}} more consistent. The route [{{clr|H|2H}} > ({{clr|K|mc}}) > {{clr|P|214P}}] seems to be either impossible or inconsistent.
|video = [https://youtu.be/fZF9KjTX88E Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|4|6H}}(1) (delay) {{clr|2|j.236K}}, {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|214P}}/{{clr|3|236236S}} || Anywhere || 118 <sup>*1</sup> || 22,2% <sup>*1</sup> || All || [1] {{clr|1|Very Easy}} || Variant that does guaranteed damage.
{{GGST-ComboTableRow
|combo =  CH {{clr|H|6H}} > {{clr|K|mc}} {{clr|P|214P}}, (micro dash) {{clr|K|3K}} > {{clr|H|6H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage =  157 <sup>*1</sup>
|worksOn = All
|difficulty =  [2] {{clr|2|Easy}}
|notes = Similar to previous but swaps {{clr|S|c.S}} for {{clr|K|3K}}. Normally this is done to make the combo more consistent with light characters. However with this setup, {{clr|S|c.S}} is already consistent with light characters.
|video = [https://youtu.be/yjAdfBhZikI Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo =  CH {{clr|H|6H}} > {{clr|K|mc}} {{clr|P|214P}}, {{clr|H|236H}}
|position = Anywhere
|damage = 99
|worksOn = All
|difficulty = Easy
|notes = Sacrifices guaranteed damage for a delay '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) setup.
|video = [https://youtu.be/tBbVkJ5P7Is Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|H|6H}}(1) (delay) {{clr|K|j.236K}}, ({{clr|K|5K}})xN > {{clr|D|2D}} > {{clr|H|236H}}
|position = Anywhere
|damage = 63-74
|worksOn = All
|difficulty = Very Easy
|notes =  Can be used if you prefer using meaty '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) over combos that do delay '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) setups or guaranteed damage. Delay is to option select '''{{clr|K|Turbo Fall}}''' ({{clr|K|j.236K}}) (see video).
|video = [https://youtu.be/7NqqJWeQjaY Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo =  CH {{clr|H|6H}}(1) (delay) {{clr|K|j.236K}}, {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|K|mc}} {{clr|P|214P}}, {{clr|H|236H}}
|position = Anywhere
|damage =
|worksOn = All
|difficulty = Very Easy
|notes =  Another '''{{clr|P|Iron Savior}}''' ({{clr|P|214P}}) into delay '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) setup although this one gives more damage and meter. '''{{clr|S|Septem Voices}}''' extensions are possible, but it wouldn't do as much damage as the first {{clr|H|6H}} combo.
|video = [https://youtu.be/yxRBPeOt9ho Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|4|6H}}(1) (delay) {{clr|2|j.236K}}, {{clr|3|c.S}} > {{clr|4|2H}} > {{clr|1|214P}}/{{clr|3|236236S}} [...] || Anywhere || 108 <sup>*1</sup> || 21,6% <sup>*1</sup> || All || [1] {{clr|1|Very Easy}} ||  Variant that allows for '''Septem Voices''' ({{clr|3|236236S}}) extensions.
|}
|}


* All of Millia's {{clr|4|HS}} attacks are only used for [[Frame_Trap|frame trapping]] or for punishing counter hit state attacks (i.e. DP, grab, and projectiles). As such, most of her {{clr|4|HS}} combos reflect this.
* {{clr|4|6H}} is unique as it can be used to frame trap and grab punish due to the first hit being considered air-borne.


* All of Millia's {{clr|H|HS}} attacks are only used for [https://glossary.infil.net/?t=Frame%20Trap frame trapping], punishing extremely minus attacks, or punishing counter hit state attacks. As such, most of her {{clr|H|HS}} combos reflect this.
<div style="text-align: center;">


==={{clr|5|Dust}} Combos===
==={{clr|D|Dust}} Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
</div>
{| class="wikitable sortable"  
|-
|+{{clr|5|5D/2D}} Combos
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = (CH) {{clr|D|2D}} > {{clr|S|214S}} (delay) {{clr|H|236H}}
|position = Anywhere
|damage = 30
|worksOn = All
|difficulty = Very Easy
|notes = {{clr|D|2D}} option select that is a decent poking tool against low profile attacks. Gives '''{{clr|S|Lust Shaker}}''' ({{clr|S|214S}}) on non-counterhit and '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) on counter hit. Delay window is forgiving but optional.
|video = [https://youtu.be/UQVVLkgiVx4 Link]
|recipePC =
|checkedVersion =
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
{{GGST-ComboTableRow
|combo = (optional starter) > {{clr|D|2D}} > {{clr|S|236236S}} [...]
|position = Anywhere
|damage =
|worksOn = All
|difficulty = Very Easy
|notes = Only use this combo to finish off the last of your opponent's HP. Damage varies greatly based on starter and which septem voices extension you use, but you can expect ~160 damage raw and ~120 damage with a starter.
|video = [https://youtu.be/dkfJTmhAd0I Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (optional starter) > {{clr|5|2D}} > {{clr|3|236236S}} [...] || Anywhere || N/A || N/A || All || [1] {{clr|1|Very Easy}} || Only use this combo to finish off the last of your opponent's HP. Damage varies greatly based on starter and which septum voices extension you use, but you can expect ~160 damage raw and ~120 damage with a starter.
{{GGST-ComboTableRow
|combo = (optional starter) > {{clr|D|2D}} > {{clr|H|236H}} (delay) {{clr|K|214K}}
|position = Anywhere
|damage =
|worksOn = All
|difficulty = Very Easy
|notes = An option select to prevent Millia from doing '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) after a wall splat. Delay window is forgiving but optional.
|video = [https://youtu.be/MyN6tgTu7ds Link]
|recipePC =
|checkedVersion =
}}
|}
 
 
 
{| class="wikitable sortable"
|-
|+{{clr|5|Charged Dust}} Combos
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8 /\ {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|5|D}}
|position = Anywhere
|damage = 196
|worksOn = All
|difficulty = Very Easy
|notes = Two buttons, no jump cancel or airdash, simple and strong.
|video = [https://youtu.be/KAx00JJ12yI Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8 /\ {{clr|H|j.H}} > {{clr|S|j.S}} jc {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|5|D}}
|position = Anywhere
|damage = 198
|worksOn = All
|difficulty = Easy
|notes = Cancel every move as soon as it hits otherwise the last {{clr|H|j.H}} will drop.
|video = [https://youtu.be/4aUZeDdBgRg Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8 /\ backdash > airdash > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|5|D}}
|position = Anywhere
|damage = 50+150 (200)
|worksOn = All
|difficulty = Very Easy
|notes = A combo to bait an immediate burst. If the opponent doesn't burst, then you lose out on a free combo.
|video = [https://youtu.be/gi61fP1NHJ4 Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8 /\ 88.BRC > block, airdash > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|D|j.D}}
|position = Anywhere
|damage =  50+136 (186
|worksOn = All
|difficulty = Very Easy
|notes = '''IMMEDIATE''' burst option select for when they '''DO''' burst. You can add another {{clr|H|j.H}} before using the homing dust finisher if combo was started facing away from corner.
|video = [https://youtu.be/sg0v4rFj2Do Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8 /\ 88.BRC > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|D|j.D}} > {{clr|H|j.H}} > {{clr|H|H}}
|position = Anywhere
|damage = 201
|worksOn = All
|difficulty = Easy
|notes = '''IMMEDIATE''' burst option select for when they '''DON'T''' burst. Generally better not to do the full combo as they'll probably burst. You can add another {{clr|D|j.D}} before using the homing dust finisher if combo was started facing away from corner.
|video = [https://youtu.be/nt177jc2WJc Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|5|4D}}/{{clr|5|6D}}, FRRC {{clr|3|j.s}} (whiff) > land (micro dash) {{clr|3|c.S}} jc > {{clr|3|j.S}} > {{clr|5|j.D}} jc {{clr|3|j.S}} delay {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} > delay {{clr|1| j.236P}} || Anywhere || ~122 || -50%, ~15,2% || All || [1] {{clr|1|Very Easy}} || Only use this combo to finish off the last of your opponent's HP. The whiffed FRRC {{clr|3|j.S}} is to prevent damage scaling from red RC (~10 less damage). You can micro dash to side swap and get closer to the wall.
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8 /\ {{clr|S|j.S<sub>1</sub>}} delay airdash {{clr|D|j.D}} > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|S|j.S<sub>2</sub>}} > {{clr|D|j.D}} > {{clr|5|D}}
|position = Anywhere
|damage = 75+147 (222)
|worksOn = All
|difficulty = Very Easy
|notes = '''DELAY''' burst option select for when they '''DO''' burst. Delay the airdash until Millia is almost off screen. If the opponent doesn’t burst immediately after {{clr|S|j.S<sub>1</sub>}} then replace the first {{clr|D|j.D}} with jump and {{clr|S|j.S<sub>2</sub>}} with {{clr|H|j.H}}.
|video = [https://youtu.be/cElu894Zx2Q Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|5|5[D]}}8 /\ {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|5|D}} || Anywhere || 196 || 21,2% || All || [1] {{clr|1|Very Easy}} || Two buttons, no jump cancel or airdash, simple and strong.
{{GGST-ComboTableRow
|combo = {{clr|D|5[D]}}8 /\ {{clr|S|j.S}} delay airdash {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|S|j.S}} > {{clr|S|S}}
|position = Anywhere
|damage = 163
|worksOn = All
|difficulty = Very Easy
|notes = '''DELAY''' burst option select for when they '''DON'T''' burst. Delay the airdash until Millia is almost off screen. Generally better not to do the full combo as they'll probably burst. You can add another {{clr|D|j.D}} before using the homing dust finisher if combo was started facing away from corner.
|video = [https://youtu.be/g9e8hZsswnI Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|5|5[D]}}8 /\ {{clr|4|j.H}} > {{clr|3|j.S}} jc {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|3|j.S}} > {{clr|4|j.H}} > {{clr|5|j.D}} > {{clr|5|D}} || Anywhere || 198 || 22,2% || All || [2] {{clr|2|Easy}} || Cancel every move as soon as it hits otherwise the last {{clr|4|j.H}} will drop.
|}
|}


* Tips for how to use charged dust {{clr|5|5[D]}} can be found in [[{{PAGENAME}}#How_to_use_Dust_(5D)|combo theory]].
{| class="wikitable sortable"
 
|-
|+{{clr|5|Throw}} Combos
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|D|4D}}/{{clr|D|6D}}, FRRC {{clr|S|j.S}} (whiff) > land (micro dash) {{clr|S|c.S}} jc > {{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} delay {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} > delay {{clr|P| j.236P}}
|position = Anywhere
|damage = ~122
|worksOn = All
|difficulty = Very Easy
|notes =  Only use this combo to finish off the last of your opponent's HP. The whiffed FRRC {{clr|S|j.S}} is to prevent damage scaling from red RC (~10 extra damage). You can micro dash to side swap or to get closer to the wall.
|video = [https://youtu.be/pXvD62XnIxY Link]
|recipePC =
|checkedVersion =
}}
|-
|}


===Jump-in Starters===
===Jump-in Starters===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
</div>
{| class="wikitable sortable"  
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|+Jump-in Combos
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = airdash ({{clr|P|j.P}})x2 land {{clr|K|2K}} > {{clr|D|2D}} > ({{clr|K|mc}}) {{clr|H|236H}}
|position = Anywhere
|damage = 52
|worksOn = All
|difficulty = Medium
|notes =  Allows you to double overhead without losing the ability to link into {{clr|K|2K}} > {{clr|D|2D}}. The height Millia is at while airdashing must be very low.
|video = [https://youtu.be/jw06r_N8J60 Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|P|j.P}}/{{clr|K|j.K}}/{{clr|S|j.S}}/{{clr|H|j.H}} land (micro dash) {{clr|S|c.S}} > {{clr|D|2D}} > ({{clr|K|mc}}) {{clr|H|236H}}
|position = Anywhere
|damage = 43-72
|worksOn = All
|difficulty = Very Easy
|notes =  Millia's new main jump-in. Doesn't hit low but it leads into good pressure if blocked. Only micro dash if {{clr|S|f.S}} will come out instead of {{clr|S|c.S}}. Cancel {{clr|S|c.S}}(1) into {{clr|D|2D}} for cross-up '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) to work.
|video = [https://youtu.be/O9j6RgTI24Y Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo =  {{clr|P|j.P}}/{{clr|K|j.K}}/{{clr|S|j.S}}/{{clr|H|j.H}} land (micro dash) {{clr|K|5K}}/{{clr|K|2K}} > {{clr|D|2D}} > ({{clr|K|mc}}) {{clr|H|236H}}
|position = Anywhere
|damage = 45-67
|worksOn = All
|difficulty = Very Easy
|notes = Millia's old main jump-in. {{clr|K|5K}} is 1 frame slower than {{clr|K|2K}}, but it will hit confirms into decent pressure if blocked. Micro dash is required for cross-up '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) to work.
|video =  [https://youtu.be/oFHp8xNorwg Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = CH {{clr|S|j.S}}/{{clr|H|j.H}} land > micro dash {{clr|S|c.S}} > {{clr|H|6H}} > {{clr|P|214P}}/{{clr|S|236236S}}
|position = Anywhere
|damage = ~112 <sup>*1</sup>
|worksOn = All
|difficulty = Very Easy
|notes =  Simple jump-in counter hit conversion.
|video = [https://youtu.be/fHpwXbBg70I Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|2|j.K}}/{{clr|3|j.S}}/{{clr|4|j.H}} land {{clr|2|5K}}/{{clr|2|2K}} > {{clr|5|2D}} || Anywhere || 49-67 || 8,9%-9,3% || All || [1] {{clr|1|Very Easy}} || {{clr|2|5K}} is 1 frame slower than {{clr|2|2K}}, but it will hit confirms into pressure if blocked. '''H Disc''' ({{clr|4|236H}}) is the preferred follow up if the combo lands successfully.
{{GGST-ComboTableRow
|-
|combo = CH {{clr|S|j.S}}/{{clr|H|j.H}} land > micro dash {{clr|S|c.S}} > {{clr|H|2H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
| | airdash (delay) ({{clr|1|j.P}})x2 land {{clr|2|2K}} > {{clr|5|2D}} || Anywhere || 52 || 9,8% || All || [2] {{clr|2|Easy}} || Allows you to double overhead without loosing the ability to link into {{clr|2|2K}} > {{clr|5|2D}}. Depending on height, after the airdash you may need to delay mashing {{clr|1|j.P}} otherwise it won't link into {{clr|2|2K}}.
|position = Anywhere
|-
|damage = ~103 <sup>*1</sup>
| | {{clr|4|j.H}} land > (micro dash) {{clr|3|c.S}} > {{clr|5|2D}} || Anywhere || 72|| 10,8% || All || [2] {{clr|2|Easy}} || Sacrifices the low from {{clr|2|2K}} in favor of a hit confirm which is useful since {{clr|5|2D}} is extremely punishable on-block. Micro dash window is small but it guarantees {{clr|3|c.S}} will come out and not {{clr|3|f.S}}.
|worksOn = All
|-
|difficulty = Very Easy
| | {{clr|4|j.H}} land > micro dash {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}} || Anywhere || 102-110 || 17,2%-17,8% || All || [4] {{clr|4|Hard}} || Variant that does guaranteed damage. It seems to not work if you airdashed before doing {{clr|4|j.H}}.
|notes = Variant that allows for '''{{clr|S|Septem Voices}}''' ({{clr|S|236236S}}) extensions. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki.
|video = [https://youtu.be/9P77hW6div4 Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|3|j.S}} land > micro dash {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}} || Anywhere || 102-110 || 18,5%-19,1% || All || [2] {{clr|2|Easy}} || Simple counter hit {{clr|3|j.S}} conversion.
 
|-
| | {{clr|4|j.H}} > {{clr|1|j.236P}} (88)RRC land (micro dash) {{clr|3|c.S}} jc {{clr|3|j.S}} > {{clr|5|j.D}} jc {{clr|3|j.S}} delay {{clr|3|j.S}}> {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} > {{clr|1|j.236P}} (WS) ({{clr|4|2H}})|| Away from corner || Min≈134, Max≈175 || -50%, 10,6% || All || [1] {{clr|1|Very Easy}} || Up drift on RC is not required, however, if your opponent blocks '''Bad Moon''' ({{clr|1|j.236P}}) up drift RC opens up mix-up opportunities. Micro dash to get closer to the wall or to side switch.
|}
|}
* As for why [{{clr|H|j.H}} > {{clr|S|c.S}}] is Millia's most optimal jump-in and not [{{clr|H|j.H}} > {{clr|K|2K}}] can be found in <u>''[[{{PAGENAME}}#Why j.H > c.S is Better than j.H > 2K|combo theory]]''</u>.
<div style="text-align: center;">


===Special Move Starters===
===Special Move Starters===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
</div>
{| class="wikitable sortable"  
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|+Special Move Combos
{{GGST-ComboTableHeader}}
|-
|-
| | CH {{clr|1|214P}}, (dash) {{clr|3|c.S}} jc {{clr|3|j.S}} > {{clr|5|j.D}} jc {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1|j.236P}} || Away from corner || ~144 || ~27,8% || All || [1] {{clr|1|Very Easy}} || Counter hit will most likely come from frame traps. Dash may be required but be sure to switch the first {{clr|3|j.S}} with {{clr|2|j.K}}.
{{GGST-ComboTableRow
|combo = CH {{clr|P|214P}}, (dash) {{clr|S|c.S}} jc {{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} delay {{clr|P|j.236P}}
|position = Away from corner  
|damage = ~144
|worksOn = All
|difficulty = Medium
|notes =  Counter hit can be acquired by either frametrapping or using it in neutral and catching your opponent's button. Dash may be required but be sure to switch the first {{clr|S|j.S}} with {{clr|K|j.K}}.
|video =  [https://youtu.be/LrLrdrJm9OA Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | CH {{clr|1|214P}}, (dash) {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}}/{{clr|3|236236S}} [...] || Anywhere || 112-120 <sup>*1</sup> || ~24,1% <sup>*1</sup> || All || [1] {{clr|1|Very Easy}} || Grounded variant of previous. Can be {{clr|4|6H}} looped.
{{GGST-ComboTableRow
|combo = CH {{clr|P|214P}}, (dash) {{clr|S|c.S}} > {{clr|H|6H}}/{{clr|H|2H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]  
|position = Anywhere
|damage = 112-120 <sup>*1</sup>
|worksOn = All
|difficulty = Very Easy
|notes = Grounded variant of previous. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki. Can be {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|looped]]''</u>.
|video = [https://youtu.be/I4_DvKoPu9I Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (optional starter) > {{clr|1|214P}} 66.RRC (dash) {{clr|3|c.S}} jc {{clr|3|j.S}} > {{clr|5|j.D}} jc {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1|j.236P}} || Away from corner || ~110-170 || -50%, ~9%-18% || All || [1] {{clr|1|Very Easy}} ||  Only use to finish off the last of the opponent's HP. Damage will vary a lot based on starter (starters do more damage than raw). Dash to side swap and get closer to wall.
{{GGST-ComboTableRow
|combo = CH {{clr|P|214P}}, (dash) {{clr|K|3K}} > {{clr|H|6H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage = 112 <sup>*1</sup>
|worksOn = All
|difficulty = Very Easy
|notes =  Nearly identical to previous, however, because {{clr|K|2K}} has more range and is faster, it can useful if you aren’t sure {{clr|S|c.S}} will connect. Opponent must be very low to ground for {{clr|K|2K}} to connect.
|video = [https://youtu.be/QZARLHwjt5c Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (optional starter) > {{clr|1|214P}} 66.RRC (dash) {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}} || Away from corner || ~115-180 || -50%, ~9%-20% || All || [1] {{clr|1|Very Easy}} || Grounded variant of previous. Septem Voices extensions are possible but not worth it. Can only be {{clr|4|6H}} looped if '''Iron Savior''' ({{clr|1|214P}}) was done raw.
{{GGST-ComboTableRow
|combo = (dash momentum) > {{clr|P|214P}} > {{clr|K|3K}} > {{clr|H|6H}} > {{clr|K|mc}} > {{clr|P|214P}}
|position = Away from corner
|damage = ~116
|worksOn = All
|difficulty = Very Easy
|notes = Reliably starts from blocked c.S with dash momentum. Catches backdash, mashing, and stand block, and is plus enough on hit to safejump afterwards.
|video = [https://youtu.be/GsK6EiHakfE Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|1|tk.236P}} (88)RRC {{clr|3|c.S}} jc {{clr|3|j.S}}) > {{clr|5|j.D}} jc {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1|j.236P}} || Anywhere || ~122 || -50%, 7,7% || All || [2] {{clr|2|Easy}} || Up-drift is not necessary, but it's what makes this combo useful. If Bad Moon is blocked, up-drift RC sets-up a three way mix-up.
{{GGST-ComboTableRow
|combo = (optional starter) > {{clr|P|214P}} 66.RRC (dash) {{clr|S|c.S}} jc {{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} delay {{clr|P|j.236P}}
|position = Away from corner
|damage = ~110
|worksOn = All
|difficulty = Very Easy
|notes = Can be used as a quick and easy way to get in on the opponent or as a way to finish off their remaining HP. Sets up a high/low/tick-throw mix-up when blocked. Damage and meter gain is higher with starters. Dash to side swap or to get closer to the wall.
|video = [https://youtu.be/GsK6EiHakfE Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|1|tk.236P}} (88)RRC ({{clr|3|c.S}})xN > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}} || Anywhere || 91-118 || ~7,7% || All || [2] {{clr|2|Easy}} || Grounded variant of previous. If enough delay in between, you can use two {{clr|3|c.S}}s. Can be {{clr|4|6H}} looped. Very unlikely you'll have meter to use Septem Voices, but you could if you did.
{{GGST-ComboTableRow
|combo = (optional starter) > {{clr|P|214P}} 66.RRC (dash) {{clr|S|c.S}} > {{clr|H|6H}}/{{clr|H|2H}} > ({{clr|K|mc}}) {{clr|P|214P}}
|position = Away from corner
|damage = ~115
|worksOn = All
|difficulty = Very Easy
|notes =  Grounded variant of previous. '''{{clr|S|Septem Voices}}''' extensions are possible but not worth it. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki. Can only be {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|looped]]''</u> if the combo was done without a starter.
|video = [https://youtu.be/hw-MaDWmJbU Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|4|236H}} (whiff) > (FPRC) AA {{clr|3|j.S}} land > (delay) dash {{clr|3|c.S}} jc {{clr|3|j.S}}) > {{clr|5|j.D}} jc {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1|j.236P}} || Away from corner || ~127 || 7,3% || All || [1] {{clr|1|Very Easy}} || If you get counter hit {{clr|3|j.S}}, omit the delay and go straight into dash {{clr|3|c.S}} for more damage. To understand the point of this combo see [[{{PAGENAME}}#H_Disc_Trapping|H Disc Trapping]].
{{GGST-ComboTableRow
|combo = {{clr|P|tk.236P}} (88)RRC ({{clr|S|c.S}})xN jc {{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} delay {{clr|P|j.236P}}
|position = Anywhere
|damage = ~122
|worksOn = All
|difficulty = Easy
|notes = If '''{{clr|P|Bad Moon}}''' is blocked, up-drift RC sets-up a three way mix-up. If delayed correctly, you can use two {{clr|S|c.S}}es. This combo can also be used after air normals to double overhead.
|video =  [https://youtu.be/keXsGyV-Dso Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | {{clr|4|236H}} (whiff) > (FPRC) AA {{clr|3|j.S}} land > (delay) dash {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}} || Anywhere || ~100 || -50%, 2,7%-5,2% || All || [1] {{clr|1|Very Easy}} || Grounded variant of previous. Can be {{clr|4|6H}} looped. Very unlikely you'll have meter to use Septem Voices, but you could if you did.
{{GGST-ComboTableRow
|combo =  {{clr|P|tk.236P}} (88)RRC ({{clr|S|c.S}})xN > {{clr|H|6H}}/{{clr|H|2H}} > ({{clr|K|mc}}) {{clr|P|214P}}
|position = Anywhere
|damage =  91-118
|worksOn = All
|difficulty = Easy
|notes = Grounded variant of previous. '''{{clr|S|Septem Voices}}''' extensions are possible but not worth it. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki. Can be {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|looped]]''</u>.
|video = [https://youtu.be/dE0CPXKx4_Q Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = {{clr|S|236S}} PRC ({{clr|S|j.S}}) > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} delay {{clr|P|j.236P}}
|position = Anywhere
|damage = ~130
|worksOn = All
|difficulty = Very Easy
|notes = Allows you to convert a successful '''{{clr|S|S Disc}}''' poke into a full combo. If the poke fails, you can go for a high/low/throw mix-up instead. First {{clr|S|j.S}} may not always work depending on when you PRC'd or if you have dash momentum.
|video = [https://youtu.be/xUUKDk-DJsk Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo =  AA {{clr|H|j.236H}}, {{clr|K|j.K}} land (micro dash) {{clr|S|c.S}} > {{clr|H|6H}}/{{clr|H|2H}} >  {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage = ~98 <sup>*1</sup>
|worksOn = All
|difficulty = Easy
|notes = Opponent must be at or below Millia's height while also being very close to her. Minimum starting height is slightly below the apex of Millia's neutral jump. Micro dash usually makes {{clr|H|2H}} easier to land.
|video = [https://youtu.be/Fx_TLVC6mB0 Link]
|recipePC =
|checkedVersion =
}}
 
|-
|-
| | AA {{clr|4|j.236H}}, {{clr|2|j.K}} land (micro dash) {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} >  {{clr|1|214P}}/{{clr|3|236236S}} [...] || Anywhere || ~98 <sup>*1</sup> || 20,3%-21% <sup>*1</sup> || All || [3] {{clr|3|Medium}} on slow jumpers <br>[5] {{clr|5|Very Hard}} on fast jumpers|| Opponent must be at or below Millia's height while also being very close to her. Minimum starting height is slightly below the apex of Millia's neutral jump. Micro dash usually makes {{clr|4|2H}} easier to land.
|}
|}


* If doing a TK or [[Tiger Knee]] input is too hard, you can do [{{clr|4|6H}}(1) > {{clr|1|j.236P}}] instead.
* If doing a TK or [https://glossary.infil.net/?t=Tiger%20Knee Tiger Knee] '''{{clr|P|Bad Moon}}''' ({{clr|P|j.236P}}) is too hard, you can do [{{clr|H|6H(1)}} > {{clr|P|j.236P}}] or [{{clr|D|5D}}] instead.
 


<div style="text-align: center;">


==={{clr|4|6H}} Loops===
==={{clr|H|6H}} Loops===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
</div>
{| class="wikitable sortable"  
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Difficulty !! Notes
|+{{clr|H|6H}} Loops
{{GGST-ComboTableHeader}}
|-
|-
| | (optional starter) > air-hit {{clr|4|6H}} > {{clr|1|214P}}/{{clr|2|214K}} [...] || Corner || 112 || 16,2% || [1] {{clr|1|Very Easy}} || Basic concept of {{clr|4|6H}} loop. Use '''Mirazh''' ({{clr|2|214K}}) to keep the loop going or use '''Iron Savior''' ({{clr|1|214P}}) if you think the combo will drop or wall break.
{{GGST-ComboTableRow
|combo = (optional starter) > air-hit {{clr|H|6H}} > [{{clr|K|214K}} > ...] or [({{clr|K|mc}}) {{clr|P|214P}}]
|position = Corner
|damage = 112
|worksOn = All
|difficulty = Very Easy
|notes = Basic concept of {{clr|H|6H}} loop. Use '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) to keep the loop going or use '''{{clr|P|Iron Savior}}''' ({{clr|P|214P}}) if you think the combo will drop or wall break. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel the '''{{clr|P|Iron Savior}}''' to make wall breaking easier.
|video = [https://youtu.be/htxnddVFwOo Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | mandatory starter > air-hit {{clr|2|3K}} > {{clr|4|6H}} > {{clr|1|214P}}/{{clr|2|214K}} [...] || Corner || 114 || 18,5% || [2] {{clr|2|Easy}} || Fastest starter that can tricky to land due to {{clr|2|2K}}'s low hitbox. Combo is impossible if you try to start it raw.
{{GGST-ComboTableRow
|combo = (starter) > air-hit {{clr|K|3K}} > {{clr|H|6H}} > [{{clr|K|214K}} > ...] or [({{clr|K|mc}}) {{clr|P|214P}}]
|position = Corner
|damage = 114
|worksOn = All
|difficulty = Easy
|notes = Fastest starter that can tricky to land due to {{clr|K|2K}}'s low hitbox. Combo is impossible if you try to start it raw.
|video = [https://youtu.be/INErAS-wstI Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = (optional starter) > air-hit ({{clr|K|5K}})xN > {{clr|H|6H}} > [{{clr|K|214K}} > ...] or [({{clr|K|mc}}) {{clr|P|214P}}]
|position = Corner
|damage = 112-114
|worksOn = All
|difficulty = Very Easy
|notes = 1 frame slower than previous but much easier to use and has the longest range. Using multiple {{clr|K|5K}}s will reduce damage and make an extra loop impossible, but it will make the wall more likely to break.
|video = [https://youtu.be/gbMa2-YVEIY Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (optional starter) > air-hit ({{clr|2|5K}})xN > {{clr|4|6H}} > {{clr|1|214P}}/{{clr|2|214K}} [...] || Corner || 112-114 || 18,5%-20% || [1] {{clr|1|Very Easy}} || 1 frame slower than previous but much easier to use and has longest range. Using multiple {{clr|2|5K}}s will reduce damage and make an extra loop impossible, but it will make the wall more likely to break.
{{GGST-ComboTableRow
|combo = (optional starter) > air-hit {{clr|S|c.S}} > {{clr|H|6H}} > [{{clr|K|214K}} > ...] or [({{clr|K|mc}}) {{clr|P|214P}}]
|position = Corner
|damage = 120
|worksOn = All
|difficulty = Very Easy
|notes = Requires Millia to be close to the opponent but has the highest chance to break the wall.
|video =  [https://youtu.be/rovRDuDsDjY Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (optional starter) > air-hit {{clr|3|c.S}} > {{clr|4|6H}} > {{clr|1|214P}}/{{clr|2|214K}} [...] || Corner || 120 || 20% || [1] {{clr|1|Very Easy}} || Requires Millia to be close to the opponent but has the highest chance to break wall.
|}
|}


* Damage and Meter gain assumes you did '''H Disc''' ({{clr|4|236H}}) starter with '''Iron Savior''' ({{clr|1|214P}}) ender.
* Damage and Meter gain assumes you did '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) starter with '''{{clr|P|Iron Savior}}''' ({{clr|P|214P}}) ender.
* [ '''Works on:''' ] section has been removed because it varies based on starter (PO, LE, NA, & GO usually loop once or not at all).
* [ '''Works on:''' ] section has been removed because it varies based on starter ({{Character Label|GGST|Potemkin|label=PO}}, {{Character Label|GGST|Leo Whitefang|label=LE}}, {{Character Label|GGST|Nagoriyuki|label=NA}}, & {{Character Label|GGST|Goldlewis Dickinson|label=GO}} usually loop once or not at all).
* More in-depth explanation on {{clr|4|6H}} loops can be found in [[{{PAGENAME}}#6H_vs_2H|combo theory]].
 
 
<div style="text-align: center;">


===Septem Voices ({{clr|3|236236S}}) Extensions===
==={{clr|S|Septem Voices}} ({{clr|S|236236S}}) Extensions===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
</div>
{| class="wikitable sortable"  
|-
|-
! Combo !! Position !! Damage !! Tension Gain  !! Difficulty !! Notes
|+{{clr|S|Septem Voices}} ({{clr|S|236236S}}) Extensions
{{GGST-ComboTableHeader}}
|-
|-
| | (optional starter) > air-hit {{clr|3|236236S}}, dash {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|214P}}/{{clr|3|236236S}} [...] || Anywhere || 194 || 11,6% || [2] {{clr|2|Easy}} || Most common extension off of Septem Voices. Does decent damage and is pretty easy, but it has the lowest wall break chance (won't wall break with starter/ender written in captions).
{{GGST-ComboTableRow
|combo = (optional starter) > air-hit {{clr|S|236236S}}, dash {{clr|S|2S}} > {{clr|H|2H}} > [{{clr|P|214P}}] or [({{clr|K|mc}}) {{clr|S|236236S}} [...]]
|position = Anywhere
|damage = 194
|worksOn = All
|difficulty = Easy
|notes = Easiest and most consistent extension that does decent damage, but it has the lowest wall break chance. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki.
|video = [https://youtu.be/NxqXQg5CKc4 Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (optional starter) > air-hit {{clr|3|236236S}}, dash {{clr|3|c.S}} (delay) {{clr|3|2S}} > {{clr|4|2H}} > {{clr|1|214P}}/{{clr|3|236236S}} [...]|| Anywhere || 200 || 11,8% || [3] {{clr|3|Medium}} || Similar to combo above but has a higher chance of wall break. Delay is based on opponent's height after {{clr|3|c.S}} and their weight/size.
{{GGST-ComboTableRow
|combo = (optional starter) > air-hit {{clr|S|236236S}}, dash {{clr|K|3K}} > {{clr|H|6H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage = 194
|worksOn = All
|difficulty = Medium
|notes = Fastest extension that can be sometimes hard to land due to {{clr|K|2K}}'s hitbox.
|video = [https://youtu.be/VGRV7DzRyVk Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = (optional starter) > air-hit {{clr|S|236236S}}, dash ({{clr|K|5K}})xN > {{clr|H|6H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]]
|position = Corner
|damage =
|worksOn = All
|difficulty =  [2] {{clr|2|Easy}}
|notes = Easier to use than previous but is 1 frame slower, and opponent must be in the corner by the time you use {{clr|K|5K}}.
|video = [https://youtu.be/gXD6sRbeaz4 Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo = (optional starter) > air-hit {{clr|S|236236S}}, dash {{clr|S|c.S}} (delay) {{clr|S|2S}} > {{clr|H|2H}} > [{{clr|P|214P}}] or [({{clr|K|mc}}) {{clr|S|236236S}} [...]]
|position = Anywhere
|damage = 200
|worksOn = All
|difficulty = Easy
|notes = Similar to the first extension, but this one has a higher chance of wall break. Delay is based on opponent's height after {{clr|S|c.S}} and their weight/size.  
|video = [https://youtu.be/OFV_74D_bwc Link]
|recipePC =
|checkedVersion =
}}
|-
{{GGST-ComboTableRow
|combo =  (optional starter) > air-hit {{clr|S|236236S}}, dash {{clr|S|c.S}} > {{clr|H|6H}}/{{clr|H|2H}} > ({{clr|K|mc}}) > {{clr|P|214P}}/{{clr|S|236236S}} [...]]
|position = Anywhere
|damage = 194-200
|worksOn = All
|difficulty = Easy
|notes = Identical to previous but with a more familiar gatling route. The route [{{clr|H|2H}} > {{clr|K|mc}} > {{clr|P|214P}}] is very inconsistent. '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel for better oki. Can sometimes be {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|looped]]''</u>.
|video =  [https://youtu.be/n-ltbR38C7Y Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (optional starter) > air-hit {{clr|3|236236S}}, dash {{clr|2|3K}} > {{clr|4|6H}} > {{clr|1|214P}}/{{clr|3|236236S}} [...]|| Anywhere || 194 || 11,4% || [3] {{clr|3|Medium}} || Fastest alternative but requires corner and is slightly harder to land due to {{clr|2|2K}}'s hitbox.
{{GGST-ComboTableRow
|combo = (optional starter) > air-hit {{clr|S|236236S}}, dash {{clr|S|c.S}} jc {{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} delay {{clr|P|j.236P}}
|position = Anywhere
|damage = ~220
|worksOn = All
|difficulty = Easy
|notes = Ariel variant of the previous that only works if Millia is extremely close to opponent (Usually after a [{{clr|K|mc}} delay {{clr|S|236236S}}] starter).  
|video = [https://youtu.be/Nr5Dh8o-teQ Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (optional starter) > air-hit {{clr|3|236236S}}, dash ({{clr|2|5K}})xN > {{clr|4|6H}} > {{clr|1|214P}}/{{clr|3|236236S}} [...]|| Corner || 192-195  || 11,6% || 2] {{clr|2|Easy}} ||  Easier to use than previous but is 1 frame slower, and opponent must be in the corner by the time you use {{clr|2|5K}}.
|}
|}


* Damage and Meter Gain values assume you use [{{clr|3|c.S}} > {{clr|4|2H}}] as your starter and '''Iron Savior''' ({{clr|1|214P}}) as an ender.
* To consistently time the dash, double tap the dash macro button after Millia lands.
* [ '''Works on:''' ] section has been removed because it varies based on starter (PO, LE, NA, & GO usually drop on long starters)
* Damage and Meter Gain values assume you use [{{clr|S|c.S}} > {{clr|H|2H}}] as your starter and '''{{clr|P|Iron Savior}}''' ({{clr|P|214P}}) as your ender.
* More in-depth explanation on Septem Voices extensions can be found in [[{{PAGENAME}}#Septem_Voices_(One_of_The_Best_Supers)|combo theory]]
* [ '''Works on:''' ] section has been removed because it varies based on starter ({{Character Label|GGST|Potemkin|label=PO}}, {{Character Label|GGST|Leo Whitefang|label=LE}}, {{Character Label|GGST|Nagoriyuki|label=NA}}, & {{Character Label|GGST|Goldlewis Dickinson|label=GO}} usually drop on long starters)
 


<div style="text-align: center;">


===Air Combos===
===Air Combos===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
</div>
{| class="wikitable sortable"  
|-
|+Air Combos
{{GGST-ComboTableHeader}}
|-
{{GGST-ComboTableRow
|combo = {{clr|K|j.K}}/{{clr|S|j.S}} delay {{clr|H|j.H}} land (micro dash) {{clr|K|5K}}/{{clr|S|c.S}} > ...
|position = Anywhere
|damage =
|worksOn = All
|difficulty = Very Easy
|notes = Basic air block string that converts into {{clr|K|5K}}/{{clr|S|c.S}} block strings. Delay {{clr|H|j.H}} until Millia is just barely above the ground. Micro dash for better block string options and to make {{clr|S|c.S}} more consistent.
|video = [https://youtu.be/SeruSX_3RMk Link]
|recipePC =
|checkedVersion =
}}
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
 
{{GGST-ComboTableRow
|combo = (optional starter) > {{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} > {{clr|D|j.D}} airdash > [ender]
|position = Anywhere
|damage = ~140
|worksOn = All
|difficulty = Very Easy
|notes = Basic air combo
|video =  [https://youtu.be/gChqsA4rH1g Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (optional starter) > {{clr|3|j.S}} > {{clr|5|j.D}} jc {{clr|3|j.S}} > {{clr|5|j.D}} airdash > [ender] || Anywhere || ~140 || ~22,8% || All || [1] {{clr|1|Very Easy}} || Basic air combo
{{GGST-ComboTableRow
|combo = (optional starter) > {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} airdash > [ender]
|position = Anywhere
|damage = ~140
|worksOn = All
|difficulty = Very Easy
|notes = Use if opponent isn't high enough to jump cancel
|video = [https://youtu.be/Pxy2LZwhsTo Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (optional starter) > {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} airdash > [ender] || Anywhere || ~140 || ~22,8% || All || [1] {{clr|1|Very Easy}} || Use if opponent isn't high enough to jump cancel
{{GGST-ComboTableRow
|combo = (optional starter) > {{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S<sub>1</sub>}}, {{clr|S|j.S}} > {{clr|D|j.D}} airdash > [ender]  
|position = Anywhere
|damage = ~140
|worksOn = All
|difficulty =  [2] {{clr|2|Easy}}
|notes = Air combo with the best corner carry, but only works on short starters. Swapping {{clr|S|j.S<sub>1</sub>}} with {{clr|K|j.K}} is not recommended.
|video = [https://youtu.be/iwvD3oG96i0 Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | (optional starter) > {{clr|3|j.S}} > {{clr|5|j.D}} jc {{clr|3|j.S<sub>1</sub>}} delay {{clr|3|j.S}} > {{clr|5|j.D}} airdash > [ender] || Anywhere || ~140 || ~22,8% || All || [2] {{clr|2|Easy}} || Air combo with the best corner carry, but only works on short starters. Swapping {{clr|3|j.S<sub>1</sub>}} with {{clr|2|j.K}} is not recommended.
|}
|}


* Damage and Meter assumes you use [{{clr|4|236H}}, {{clr|3|c.S}}] as your starter and [{{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1|236P}}] as your ender.
* Damage and Meter assumes you use [{{clr|H|236H}}, {{clr|S|c.S}}] as your starter and [{{clr|S|j.S}} > {{clr|D|j.D}} delay {{clr|P|j.236P}}] as your ender.
* {{clr|3|j.S}} can be swapped for {{clr|2|j.K}} for better consistency unless combo says otherwise.  
* {{clr|S|j.S}} can be swapped for {{clr|K|j.K}} for better consistency or sometimes with {{clr|H|j.H}} for more damage.  
* More in-depth explanation on air combos can be found in [[{{PAGENAME}}#Air_Combos_and_Close_Slash_Relaunches|combo theory]].
* More in-depth explanation on air combos can be found in <u>''[[{{PAGENAME}}#In-Depth Guide to Air Combos|combo theory]]''</u>.
 
 
<div style="text-align: center;">


===Air Combo Enders===
===Air Combo Enders===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
</div>
{| class="wikitable sortable"  
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|+Air Combo Enders
{{GGST-ComboTableHeader}}
|-
|-
| | air combo > {{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1|236P}} || Anywhere || ~140 || ~22,8% || All || [1] {{clr|1|Very Easy}} || Basic air combo ender. Avoid breaking the wall with this combo as the damage is suboptimal.
{{GGST-ComboTableRow
|combo = air combo > {{clr|S|j.S}} > {{clr|D|j.D}} delay {{clr|P|j.236P}}
|position = Anywhere
|damage = ~140
|worksOn = All
|difficulty = Very Easy
|notes = Basic air combo ender. Avoid breaking the wall with '''{{clr|P|Bad Moon}}''' ({{clr|P|j.236P}}) as {{clr|D|j.D}} and '''{{clr|H|Kapel}}''' ({{clr|H|236H}}) usually do more damage although not by much.
|video = [https://youtu.be/8NF4OYrtXGk Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | air combo > {{clr|3|j.S}} > {{clr|5|j.D}} WS (delay) {{clr|4|j.236H}} WB || Corner || 173 || 22,4% || All || [1] {{clr|1|Very Easy}} || Optimal wall break route. Delay '''Kapel''' ({{clr|4|236H}}) until Millia is close enough to hit.
{{GGST-ComboTableRow
|combo =  air combo > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|K|tc}} {{clr|P|j.236P}}
|position = Anywhere
|damage = ~140
|worksOn = All
|difficulty = Very Easy
|notes = Alternate version of the previous combo. Instead of timing '''{{clr|P|Bad Moon}}''' ({{clr|P|j.236P}})  yourself, '''{{clr|K|Turbo Fall}}''' ({{clr|K|j.236K}}) helps you time when to do '''{{clr|P|Bad Moon}}'''. In general the previous combo is usually better especially if the air combo is barely connecting.
|video = [https://youtu.be/_7mL-Rc0GJo Link]
|recipePC =
|checkedVersion =
}}
 
|-
|-
| | air combo WS {{clr|4|j.236H}} WB || Corner || 168 || 20,5% || All || [1] {{clr|1|Very Easy}} || Can be used as a panic option if wall broke early. <!--you can force wall to break early by starting the combo in the corner for those who want to test my numbers-->
{{GGST-ComboTableRow
|combo = air combo > {{clr|S|j.S}} > {{clr|D|j.D}} WS (delay) {{clr|H|j.236H}} WB
|position = Corner
|damage = 173
|worksOn = All
|difficulty = Very Easy
|notes = Optimal wall break route. Delay '''{{clr|H|Kapel}}''' ({{clr|H|236H}}) until Millia is close enough to hit.
|video = [https://youtu.be/1Ps6RdAyyKU Link]
|recipePC =
|checkedVersion =
}}
 
|-
{{GGST-ComboTableRow
|combo = air combo > {{clr|H|j.236H}}, {{clr|H|j.H}} WS {{clr|H|632146H}} WB
|position = Anywhere
|damage = 197
|worksOn = All
|difficulty = Medium
|notes = Breaks wall low to ground so you can use '''{{clr|H|Winger}}''' ({{clr|H|632146H}}). Opponent must be very close to Millia, preferably above her. If the wall broke after '''{{clr|H|Kapel}}''' ({{clr|H|236H}}), you can usually use a {{clr|D|j.D}} before you land.
|video = [https://youtu.be/tHDHG06Jr70 Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | air combo > {{clr|4|j.236H}} delay {{clr|4|j.H}} WS {{clr|4|632146H}} WB || Away from corner || 197 || -50%, 21,6% || All || [2] {{clr|2|Easy}} || Breaks wall low to ground so you can use '''Winger''' ({{clr|4|632146H}}). Opponent must be very close to Millia, preferably above her. If wall broke after '''Kapel''' ({{clr|4|236H}}), land and immediately [jump > {{clr|5|j.D}}].
|}
|}
* Damage and Meter assumes you use [{{clr|4|236H}}, {{clr|3|c.S}} jc {{clr|3|j.S}} > {{clr|5|j.D}} jc {{clr|3|j.S}} delay {{clr|3|j.S}} > {{clr|5|j.D}} airdash] as your air combo.




==={{clr|3|Close Slash}} Relaunch Combos===
* Damage and Meter assumes you use [{{clr|H|236H}}, {{clr|S|c.S}} jc {{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} delay {{clr|S|j.S}} > {{clr|D|j.D}} airdash] as your air combo.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
 
 
<div style="text-align: center;">
 
==={{clr|S|Close Slash}} Relaunch Combos===
</div>
{| class="wikitable sortable"  
|-
|-
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
|+{{clr|S|Close Slash}} Relaunch Combos
{{GGST-ComboTableHeader}}
|-
|-
| | (optional starter) > ({{clr|3|j.S<sub>1</sub>}}) > {{clr|5|j.D}} jc > delay {{clr|3|j.S<sub>2</sub>}} delay {{clr|3|j.S<sub>3</sub>}} land {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}}/{{clr|3|236236S}} || Anywhere |138 <sup>*1</sup> || 24,9% <sup>*1</sup> || All || [3] {{clr|3|Medium}} || Delay {{clr|3|j.S<sub>2</sub>}} for as long as you can (using {{clr|5|j.D}} quickly allows for more delay), and use {{clr|3|j.S<sub>3</sub>}} as soon as you can. Using {{clr|3|j.S<sub>1</sub>}} is only possible with some starters.
{{GGST-ComboTableRow
|combo = (optional starter) > ({{clr|S|j.S<sub>1</sub>}}) > {{clr|D|j.D}} jc > delay {{clr|S|j.S<sub>2</sub>}}, {{clr|S|j.S<sub>3</sub>}} land {{clr|S|c.S}} > {{clr|H|6H}}/{{clr|H|2H}} > {{clr|P|214P}}/{{clr|S|236236S}}  
|position = Anywhere
|damage = 138 <sup>*1</sup>  
|worksOn = All
|difficulty = Medium
|notes = Delay {{clr|S|j.S<sub>2</sub>}} for as long as you can (using {{clr|D|j.D}} quickly allows for more delay), and use {{clr|S|j.S<sub>3</sub>}} as soon as you can. Using {{clr|S|j.S<sub>1</sub>}} is only possible with some starters.  
|video = [https://youtu.be/f3ZwMEcIC2I Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | AA CH {{clr|3|j.S<sub>1</sub>}} (delay) {{clr|5|j.D}} jc {{clr|2|j.K}}/{{clr|3|j.S}} delay {{clr|3|j.S}} land {{clr|3|c.S}} > {{clr|4|6H}}/{{clr|4|2H}} > {{clr|1|214P}}/{{clr|3|236236S}} [...] || Anywhere || 129-137 || ~21,5% || All || [2] {{clr|2|Easy}} || Good conversion off anti-air {{clr|3|j.S}} counter hit that leads into the lucrative {{clr|3|c.S}} relaunch. First delay isn't required, but it makes the combo more consistent if {{clr|3|j.S<sub>1</sub>}} was a rising attack. Can be {{clr|4|6H}} looped with {{clr|2|3K}}.
{{GGST-ComboTableRow
|combo = AA CH {{clr|S|j.S<sub>1</sub>}} (delay) {{clr|D|j.D}} jc {{clr|K|j.K}}/{{clr|S|j.S}} delay {{clr|S|j.S}} land {{clr|S|c.S}} > {{clr|H|6H}}/{{clr|H|2H}} > {{clr|P|214P}}/{{clr|S|236236S}} [...]
|position = Anywhere
|damage = 129-137
|worksOn = All
|difficulty = Easy  
|notes = Good conversion off anti-air {{clr|S|j.S}} counter hit that leads into the lucrative {{clr|S|c.S}} relaunch. First delay isn't required, but it makes the combo more consistent if {{clr|S|j.S<sub>1</sub>}} was a rising attack. Can be {{clr|H|6H}} <u>''[[{{PAGENAME}}#6H_Loops|looped]]''</u> with {{clr|K|3K}}.
|video = [https://youtu.be/uUJHyfXpkCw Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | AA CH {{clr|3|j.S}} (delay) {{clr|5|j.D}} jc {{clr|2|j.K}}/{{clr|3|j.S}} delay {{clr|3|j.S}} land {{clr|3|c.S}} jc {{clr|2|j.K}}/{{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} WS {{clr|5|j.D}} WB || Midscreen || 162-171 || ~18% || All || [2] {{clr|2|Easy}} || Ariel variant of previous. Does less damage considering previous can also wall break, but it does allow for a jump cancel burst bait. Only works if opponent ends up at the wall by the time you start the second air combo.
{{GGST-ComboTableRow
|combo = AA CH {{clr|S|j.S}} (delay) {{clr|D|j.D}} jc {{clr|K|j.K}}/{{clr|S|j.S}} delay {{clr|S|j.S}} land {{clr|S|c.S}} jc {{clr|K|j.K}}/{{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} WS {{clr|D|j.D}} WB
|position = Midscreen
|damage = 162-171
|worksOn = All
|difficulty = Easy
|notes = Ariel variant of previous. Does less damage considering the previous can also wall break. Only works if the opponent ends up at the wall by the time you start the second air combo.
|video = [https://youtu.be/8akKACbQqaQ Link]
|recipePC =
|checkedVersion =
}}
|-
|-
| | AA CH {{clr|3|j.S<sub>1</sub>}} land > (dash) {{clr|3|c.S}} jc {{clr|3|j.S}} > {{clr|5|j.D}} jc {{clr|3|j.S}} > {{clr|5|j.D}} airdash {{clr|3|j.S}} > {{clr|5|j.D}} delay {{clr|1| j.236P}} || Away from corner || ~140 || ~22,4% || All || [2] {{clr|2|Easy}} || Works more consistently than the previous combo if {{clr|3|j.S<sub>1</sub>}} is a falling attack. Dash will make combo more consistent, but isn't always required.
{{GGST-ComboTableRow
|combo = AA CH {{clr|S|j.S<sub>1</sub>}} land > (dash) {{clr|S|c.S}} jc {{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} > {{clr|D|j.D}} airdash {{clr|S|j.S}} > {{clr|D|j.D}} delay {{clr|P| j.236P}}
|position = Away from corner
|damage = ~140
|worksOn = All
|difficulty =  [2] {{clr|2|Easy}}
|notes = Works more consistently than the previous combo if {{clr|S|j.S<sub>1</sub>}} is a falling attack. Dash will make combo more consistent, but isn't always required.
|video = [https://youtu.be/yLcYYazwdQM Link]
|recipePC =
|checkedVersion =
}}
|-
|-
|}
|}
* Damage and Meter from first combo assumes you use [{{clr|4|236H}}, {{clr|3|c.S}}] as your starter (no {{clr|3|j.S<sub>1</sub>}}).
 
* Swapping {{clr|3|j.S}} for {{clr|2|j.K}} is highly discouraged unless stated otherwise
* Damage and Meter for the first combo assumes you use [{{clr|H|236H}}, {{clr|S|c.S}}] as your starter (no {{clr|S|j.S<sub>1</sub>}}).
* More in-depth explanation on close slash relaunches can be found in [[{{PAGENAME}}#Air_Combos_and_Close_Slash_Relaunches|combo theory]].
* Swapping {{clr|S|j.S}} for for any other move is highly discouraged unless stated otherwise


==Combo Theory==
==Combo Theory==
* Videos and images will be added soon to make this section more easier on the eyes to read. For now, the focus is to at least have each section have a text-based explanation.
Compared to the rest of the cast, Millia's combo theory can be very unorthodox. Due to the very low damage nature of her combos, Millia's main focus isn't to do the most damage possible but rather to get the best oki follow up possible. This can lead to strange oddities like opting for lower damaging moves/gatlings for better oki or straight up dropping combos early for 50/50 mixups. The combo theory guide will try to explain these strange oddities so that they can be better understood by beginners.


===Red RC's Suboptimal Usage===
----
Most players are used to using RRC to extend their combos to squeeze out some more damage, however, this is not recommended with Millia due to three main problems: High Damage scaling, Burst build-up, and RC Penalty/Gain.


Due to how many hits Millia's combos have, attacks at the end of her combo only do minor amounts of damage. Extending with RRC not only won't add much damage, but RRC actually increases the damage scaling even further. There's also the problem that Millia's combos also tend to build-up a lot of burst meter. Each hit has to count otherwise Millia will get matches where the opponent can burst twice in a single round. Then there's the fact that Millia's meter build-up is one of the slowest in the game making tension a luxury. Using RRC is not only a low reward waste, but also a detriment due to RC penalty time (for about 4 seconds after RRC, tension gain is significantly reduced unless positive bonus).
===<u>The Difference Between {{clr|H|6H}} vs {{clr|H|2H}}</u>===
A lot of Millia's combos can use both {{clr|H|6H}} and {{clr|H|2H}} interchangeably. However, while they are interchangeable, which one Millia uses has a large influence on what Millia can do afterwards.  


<!--
<gallery widths="250px" heights="250px" mode="packed">
example of millia's combo doing no damage like they always do RRC edition
GGST Millia Rage 6H Both Attacks.png|<big>'''{{clr|H|6H}}'''</big><br>The corner combo tool.
GGST Millia Rage 2H.png|<big>'''{{clr|H|2H}}'''</big><br>The midscreen combo tool.
</gallery>


example of sol damage/burst-build-up vs millia damage/burst-build-up
::'''For {{clr|H|6H}}:''' It will usually do more damage and bring the opponent closer to the wall. These two properties are very important for {{clr|H|6H}} looping. Combos that {{clr|H|6H}} loop are typically her highest damaging combos (especially the ones that start with CH {{clr|H|2H}} or CH {{clr|H|6H}}). The good corner carry from {{clr|H|6H}} also means that getting a {{clr|H|6H}} loop can be done a pretty good distance from the wall.


example of meter penalty for using RRC
::'''For {{clr|H|2H}}:''' At the cost of slightly less damage, {{clr|H|2H}} will launch the opponent into the air instead. The launch property will give Millia better midscreen combo routes like '''{{clr|S|Septem Voices}}''' ({{clr|S|236236S}}) extensions and '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancel '''{{clr|P|Iron Savior}}''' ({{clr|P|214P}}). Using {{clr|H|2H}} will generally lead to better oki as well since {{clr|H|2H}} keeps the opponent much closer. Since the damage difference between {{clr|H|2H}} and {{clr|H|6H}} is not very high (excluding {{clr|H|6H}} loops), {{clr|H|2H}} should almost always be used over {{clr|H|6H}} as oki looping is more important than doing ~10 more damage.
-->


Instead it is best to use meter to extend combos with '''Septem Voices''' extensions, or use the meter to make safe mix-ups like Up-drift RC '''Bad Moon''' ({{clr|1|j.236P}}) or FRRC '''Iron Savior''' ({{clr|1|214P}}).


<!--
::'''TL;DR:''' {{clr|H|6H}} to break the wall and deal damage. {{clr|H|2H}} to keep the oki loops going.
example of septem voices extension


example of option selecting with up-drift RC Bad Moon
-->


===How to use Dust (5D)===
===<u>How to use Dust ({{clr|D|5D}})</u>===
----
[[File:GGST Millia Rage 5D.png|200px|thumb|right|For when the ping hits +150 ms]]
Standing dust, usually called {{clr|5|5D}}, is one of Millia's overhead attacks and is contender for one of her worst moves. This is because usually the best {{clr|5|5D}}s have animations that blend in with other attacks (like Ky's or Nagoriyuki's), but Millia's dust is so big and unique that it's too obvious and easy to react to. Another problem is that uncharged dust on-hit leaves Millia at 0 or neutral frame advantage. But since Millia has the slowest jab in the game ({{clr|1|2P}}/{{clr|2|2K}} with 6 frame start-up), any character with a move faster than that (basically most of the cast) will always hit Millia before she can hit them. This forces Millia to only use charged dust, but charged dust is slower and therefore more reactable.  
While uncharged dust is considered useless by most Millia players due to it's low reward, charged dust is actually quite useful. Charged dust, despite it's slow and very obvious start up, has a few handy scenarios where it can be used effectively.


<!--
::'''<big>The 1<sup>st</sup> scenario</big>''' is to punish certain overdrives (aka supers) that are extremely minus. Since overdrives usually don't leave the opponent in counter hit state, Millia's punishes for these moves aren't too high in damage. However, some supers will leave the opponent minus enough to allow for a charged dust punish. Here is a list of these supers:
example of Ky's [c.S > 5D] vs Ky's [c.S > f.S]
::# {{Character Label|GGST|Ky Kiske}}'s <u>''[[GGST/Ky_Kiske#Ride_The_Lightning|Ride The Lightning]]''</u>
::# {{Character Label|GGST|Chipp Zanuff}}'s <u>''[[GGST/Chipp_Zanuff#Zansei_Rouga|Zansei Rouga]]''</u> (extremely difficult)
::# {{Character Label|GGST|Faust}}'s <u>''[[GGST/Faust#Bone-crushing_Excitement|Bone-crushing Excitement]]''</u> (IB is helpful but not required)
::# {{Character Label|GGST|Ramlethal Valentine}}'s <u>''[[GGST/Ramlethal_Valentine#Mortobato|Mortobato]]''</u> (IB is helpful but not required)
::# {{Character Label|GGST|Leo Whitefang}}'s <u>''[[GGST/Leo_Whitefang#Leidenschaft_des_Dirigenten|Leidenschaft des Dirigenten]]''</u>
::# {{Character Label|GGST|Nagoriyuki}}'s <u>''[[GGST/Nagoriyuki#Wasureyuki_/_忘れ雪|Wasureyuki / 忘れ雪]]''</u> (requires IB) and <u>''[[GGST/Nagoriyuki#Zansetsu_/_残雪|Zansetsu / 残雪]]''</u> (IB is helpful but not required since there's enough time to dash up)
::# {{Character Label|GGST|Giovanna}}'s <u>''[[GGST/Giovanna#Ventania|Ventania]]''</u>
::# {{Character Label|GGST|I-No}}'s <u>''[[GGST/I-No#Ultimate Fortissimo|Ultimate Fortissimo]]''</u> (block the first hit, buffer charged dust slightly before she reaches the apex of her jump)
::# {{Character Label|GGST|Goldlewis Dickinson}}'s <u>''[[GGST/Goldlewis_Dickinson#Down_With_The_System|Down With The System]]''</u> (requires IB)
::# {{Character Label|GGST|Jack-O}}'s <u>''[[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]]''</u> (must be whiffed, dash immediately after startup).  
::Some characters have supers that are technically minus enough to be punished with charged dust, but have too much push back that can't be fixed with Instant Blocking (aka IB). For example: {{Character Label|GGST|Sol Badguy}}'s <u>''[[GGST/Sol_Badguy#Tyrant_Rave|Tyrant Rave]]''</u> (collision box pushes Millia which can't be IB'd) and {{Character Label|GGST|Anji Mito}}'s <u>''[[GGST/Anji_Mito#Issei_Ougi:_Sai_/_一誠奥義・彩|Issei Ougi: Sai / 一誠奥義・彩]]''</u> (too hard to IB). '''Beware of players with 100 meter!''' Some players will use their super because they know they can PRC if it gets blocked.


example of sol mashing 5K after uncharged dust from Millia
<!--Video example here for charged dust punish for all punishable supers-->
-->


Despite this, charged dust still has some practical usage in real matches. The main uses for charged dust are for whiff/block punishing moves that don't leave the opponent in counter hit state. Without counter hit state, Millia doesn't have any punishes that will do a lot of damage without spending meter, so knowing what moves that can be punished with charged dust is important. There are also some gimmick scenarios that also allow for charged dust usage, but these seem to only be effective on online netplay.
::'''<big>The 2<sup>nd</sup> scenario</big>''' is to use it to punish a baited blue burst. Blue burst when blocked is -30 and a whiffed blue burst can be even more minus than that. It just so happens that charged dust has a start-up of 28 frames. Meaning that, if Millia is close enough, {{clr|D|5[D]}} can be used to punish a whiffed/blocked blue burst. Be warned though, gold burst is not punishable as it is -10 on block.


===<u>How to approach Wall Break</u>===
Wall break by design is meant to prevent and disrupt Millia's oki looping play style. The trade-off of losing oki looping at the wall is positive bonus, however, Millia has a very weak positive bonus state compared to other characters. Because of this, Millia players must either choose to live with wall break or map out their oki and combos to prevent/delay wall break as much as possible.


The first scenario is to use it as a punish for baited blue bursts. Blue burst when blocked is -30 and a whiffed blue burst can be even more minus than that. It just so happens that charged dust has a start-up of 28 frames. Meaning that, if Millia is close enough, {{clr|5|5[D]}} can be used to punish a whiffed/blocked blue burst. Be warned though, gold burst is not punishable as it is -10 on block.


<!--
::;<big>Working with Wall Break:</big>
example of burst bait 5[D]
::Playing the game normally and actively going for wall breaks is both a more simple gameplan and a more higher damaging one as well (at least per combo). Wall break scenarios will split between air combo wall breaks and ground combo wall breaks.
-->


The second scenario is to use it as a punish for certain overdrives (aka supers). Similarly to the previous example, some supers are minus enough to allow for charged dust usage. Here are the supers that are punishable with charged dust:
# Ky's [[GGST/Ky_Kiske#Ride_The_Lightning|Ride The Lightning]]
# Chipp's [[GGST/Chipp_Zanuff#Zansei_Rouga|Zansei Rouga]] (extremely difficult)
# Faust's [[GGST/Faust#Bone-crushing_Excitement|Bone-crushing Excitement]] (IB is helpful but not required)
# Ramlethal's [[GGST/Ramlethal_Valentine#Mortobato|Mortobato]] (IB is helpful but not required)
# Leo's [[GGST/Leo_Whitefang#Leidenschaft_des_Dirigenten|Leidenschaft des Dirigenten]]
# Both Nagoriyuki's [[GGST/Nagoriyuki#Wasureyuki_/_忘れ雪|Wasureyuki / 忘れ雪]] (requires IB) and [[GGST/Nagoriyuki#Zansetsu_/_残雪|Zansetsu / 残雪]] (IB is helpful but not required since there's enough time to dash up)
# Giovanna's [[GGST/Giovanna#Ventania|Ventania]]
# I-No's [[GGST/I-No#Ultimate Fortissimo|Ultimate Fortissimo]] (block the first hit, buffer charged dust slightly before she reaches the apex of her jump)
# Goldlewis' [[GGST/Goldlewis_Dickinson#Down_With_The_System|Down With The System]] (requires IB)
# Jack-O's [[GGST/Jack-O#Forever_Elysion_Driver|Forever Elysion Driver]] (must be whiffed, dash immediately after startup).
Some characters have supers that technically minus enough to be punished with charged dust, but have too much push back that can't be fixed with Instant Blocking (aka IB). For example: Sol's [[GGST/Sol_Badguy#Tyrant_Rave|Tyrant Rave]] (collision box pushes Millia which can't be IB'd) and Anji's [[GGST/Anji_Mito#Issei_Ougi:_Sai_/_一誠奥義・彩|Issei Ougi: Sai / 一誠奥義・彩]] (too hard to IB)


<!--
::::;Ground Combo Wall Break
example of I-No charged dust punish specifically because there will definitely be people who are gonna doubt it actually works
::::Without meter, using {{clr|H|5H}}, {{clr|H|2H}}, and {{clr|D|5[D]}} are going to be Millia's main wall break options. They all do pretty much the same damage although {{clr|D|5[D]}} can sometimes squeeze 1-5 more damage. Breaking the wall with a super will give a +36 knockdown that Millia can use to keep pressure going. '''{{clr|H|Winger}}''' ({{clr|H|632146H}}) does the most damage, but it builds a lot of burst/tension for the opponent and requires a micro dash if Millia is too far. '''{{clr|S|Septem Voices}}''' will do less damage, but it will build slightly less burst/tension for the opponent and will work at any distance as long as the opponent is low to the ground. Since wall break can "eat" inputs, Millia can cancel her moves with '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) and '''{{clr|K|Turbo Fall}}''' ({{clr|K|j.236K}}) to prevent herself from wall breaking with the wrong move.
-->


The third scenario is during a delayed '''H Disc''' ({{clr|4|236H}}) oki. Delayed '''H Disc''' okizeme is when Millia uses '''H Disc''' after a knockdown, but '''H Disc''' takes too much to start-up giving the opponent a chance to jump out. If Millia has condition the opponent not to jump out with {{clr|2|j.K}}/{{clr|4|j.H}}, then the delayed start up is actually beneficial because it leaves Millia plus enough to make {{clr|5|5[D]}} safe. This should probably only be done in the corner though, due to the fact that '''H Disc''' will push the opponent away if they block it (it's still possible midscreen but requires a run-up that's less safe).


<!--
::::;Air Combo Wall Break
example of using 5[D] after delay H disc
::::If Millia is mid-air, she can either use {{clr|D|j.D}}, '''{{clr|P|Bad Moon}}''' ({{clr|P|j.236P}}), and '''{{clr|H|Kapel}}''' ({{clr|H|j.236H}}) to wall break instead. Her {{clr|D|j.D}} and '''{{clr|H|Kapel}}''' do very similar damage, but if {{clr|D|j.D}} is the move that wall splats, '''{{clr|H|Kapel}}''' can be used instead. If '''{{clr|H|Kapel}}''' whiffs, Millia can usually do a {{clr|D|j.D}} after she recovers from '''{{clr|H|Kapel}}'''. '''{{clr|P|Bad Moon}}''' is only used if Millia wall splat with {{clr|D|j.D}} and the opponent is too high for '''{{clr|H|Kapel}}''' to hit. Unfortunately it is very difficult to wall break super mid-air as only the last hit of '''{{clr|H|Winger}}''' ({{clr|H|632146H}}) will wall break which will usually whiff on high wall splats.
-->


These are only just a few examples that are possible out many yet to be found. More will be added when the meta for dust usage is more developed.


::::;Turning Ariel Wall Breaks into Ground Wall Breaks
::::Since '''{{clr|H|Winger}}''' ({{clr|H|632146H}}) can't be used mid-air anymore in Strive, being able to wall break super after an air combo becomes very difficult. If the opponent wall splats low enough to the ground then it is usually possible to do '''{{clr|K|Turbo Fall}}''' ({{clr|K|j.236K}}) into '''{{clr|H|Winger}}''', but relying on this isn't very effective. Instead, Millia can use airdash '''{{clr|H|Kapel}}''' ({{clr|H|j.236H}}) at the wall and if it doesn't wall break she can usually use a {{clr|K|j.K}} or a {{clr|H|j.H}} just before she hits the ground. If the {{clr|K|j.K}}/{{clr|H|j.H}} wall splats, then use winger. Otherwise, Millia can usually link into {{clr|S|c.S}} relaunches for a ground combo instead. Using a {{clr|S|c.S}} relaunches in general is also a good way to wall splat low to ground especially midscreen.


===6H vs 2H===
----
Many combos might show {{clr|4|6H}} and {{clr|4|2H}} as being interchangeable either by showing {{clr|4|6H}}/{{clr|4|2H}} or by just having two separate rows for the combos. While they are interchangeable, which one Millia uses has a large influence on what Millia can do afterwards.


{{clr|4|6H}} will usually do more damage and bring the opponent closer to the wall. This property is very important as the main appeal of {{clr|4|6H}} is going to be {{clr|4|6H}} looping. It's possible to do a {{clr|4|6H}} loop up to 2 times, however, for most combo starters it can only usually be done once (or not at all). {{clr|4|6H}} loops can do a lot of damage especially from a counter hit {{clr|4|5H}} or {{clr|4|2H}} starter. Keep in mind however, that {{clr|4|6H}} loops build-up a lot of burst and tension for the opponent. It's best to only use {{clr|4|6H}} loops when starting from high damage starters like counter hit {{clr|4|5H}} or {{clr|4|2H}}. With low damage starters it's better to go for a knockdown into okizeme.
::;<big>Avoiding Wall Break:</big>
::If Millia's positive bonus state feels so weak that it's undesirable, avoiding wall break might be a preferable playstyle. Although avoiding wall break will reduce damage per combo, it will actually increase the damage per interaction. If done correctly, Millia can loop oki until the opponent dies. The main difficulty with anti-wall break playstyles comes from mapping out oki and oki setups. This guide will mainly focus on the oki setup side of the playstyle.
 
 
::::;Using Low Corner Carry Combos:
::::When using {{clr|S|c.S}}, gatling into {{clr|H|2H}} instead of {{clr|H|6H}} will reduce corner carry and sets up delay H Disc oki while also maintaining at least some damage. Millia can also gatling {{clr|S|c.S}} into {{clr|D|2D}} which might be the only way to prevent the opponent from reaching the corner plus it's a meaty H Disc rather than a delay H Disc. Millia can also reduce corner carry with air combos by using air combo resets such as '''{{clr|H|Kapel}}''' ({{clr|H|j.236H}}) safe jump and {{clr|S|c.S}} relaunch. '''{{clr|H|Kapel}}''' ({{clr|H|j.236H}}) safe jump is weight and starter specific not to mention it's also easy to fail and mess up. Meanwhile, {{clr|S|c.S}} relaunches are much easier to do, but they might not be possible depending on weight and combo starter.
 
 
::::;Opting for Side Swap Combos:
::::Millia can also side swap her opponent which is a very direct and powerful method of avoiding wall break. Unfortunately Millia's main meterless side swap combos come from counter hitting with either {{clr|S|c.S}} and {{clr|H|2H}}. Counter hitting isn't something Millia can do on purpose so it isn't a reliable method of side swapping. With meter, Millia can side swap with {{clr|S|c.S}} blue RC, but whether spending 50 meter just to side swap is a very hard decision to make.
 
 
:::'''Warning:''' Allowing the opponent to tech the wall on purpose is ''never'' a good idea. Forward tech has insane invulnerability and will launch the opponent ridiculously far away especially with a high wall splat. Neutral tech keeps the opponent in place, but the opponent can attack immediately making it very dangerous. Back tech launches the opponent upwards extremely high and once they're at max height, they'll have all their air options making an escape inevitable.
 
 
::Most of Millia's strategies for avoiding wall break mainly come from how she decides to mix her opponent rather than how she tries to route her combos. Using things like grabs, crossups, and wall slumps are much more effective than changing the way she does her combos. 
 
 
===<u>In-Depth Guide to Air Combos</u>===
Air combos are a big defining feature of Millia's gameplay as they are the main type of combo that Millia will go for after a successful '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) mixup. Millia players should consider two things before trying to go for an air combo: Is going for a ground combo better? What are the best normals to combo with? What should the air combo end with?
 
 
::;<big>Converting into Air Combos vs Ground Combos</big>
::Air combos vs ground combos is similar to '''''The Difference Between {{clr|H|6H}} vs {{clr|H|2H}}''''', but slightly less simple. Assuming Millia does a reset like '''{{clr|H|Kapel}}''' ({{clr|H|j.236H}}) safe jump or {{clr|S|c.S}} relaunch, the air combo will almost always lead to better oki. Air combo starters will change {{clr|H|2H}}'s launch properties making oki follow-ups weaker (not always just usually), so instead ground combos are only used for {{clr|H|6H}} loop combos. The exception is when the opponent isn't high enough to use a good '''{{clr|H|Kapel}}''' safe jump setup, in which case the ground combo usually has better oki. Also if the opponent is in the corner and Millia can't side swap, then the difference in oki is negligible.
 
 
::;<big>Comboing with {{clr|K|j.K}} vs {{clr|S|j.S}} vs {{clr|H|j.H}}</big>
::Millia players has three main air normals she can use to combo into {{clr|D|j.D}}. Knowing the difference between each one can help a Millia play map out they're own combo theory.
 
 
<gallery widths="280px" heights="180px" mode="nolines">
GGST_Millia_Rage_j.K.png|<big>'''{{clr|K|j.K}}'''</big><br>Lowest damage, Most consistent.
GGST_Millia_Rage_j.S.png|<big>'''{{clr|S|j.S}}'''</big><br>Good balance for damage and consistency.
GGST_Millia_Rage_j.H.png|<big>'''{{clr|H|j.H}}'''</big><br>Highest damage, very inconsistent.
</gallery>
 
 
:::<big>'''{{clr|K|j.K}}:'''</big> While it does have the lowest in damage, it's definitely the easiest one to use. Opting for {{clr|K|j.K}} only will make air comboing easier, allowing beginner Millia players to focus more on other aspects of Millia rather than just combos. However, the move is still useful in high level play as some air combos will drop if Millia doesn't use {{clr|K|j.K}}. It can be used for setting up '''{{clr|H|Kapel}}''' safe jump 50/50s if the opponent is close.
 
:::<big>'''{{clr|S|j.S}}:'''</big> Generally what most Millia players want to use. It's very easy to use and only needs to be swapped for {{clr|K|j.K}} in very specific scenarios that are easy to learn. The damage is also decently higher than that of {{clr|K|j.K}} depending on how many are used. It can be used for setting up '''{{clr|H|Kapel}}''' safe jump 50/50s if the opponent is far away.
 
:::<big>'''{{clr|H|j.H}}:'''</big> A much harder to use air combo tool. Midscreen it's an extremely character specific tool to combo with that can often times only be used once or twice, however, in the corner it's basically free extra damage. It can sometimes be combined with '''{{clr|H|Kapel}}''' to allow for wall break super. The damage increase isn't too high when used midscreen, so learning how to use it outside of the corner isn't necessary.
 
 
::;<big>How Weight Affects Air Combos</big>
::Gravity and weight can have a significant effect on how and what air combos Millia can do. As such, learning weights and how they affect Millia's combos is important for consistently doing air combos and air combo resets. The guide will assume medium is the default weight.
 
 
;<div style="text-align: center;"><big>Weight Chart</big></div>
{| class="wikitable" border="1" style="min-width: 1000px;margin: 1em auto 1em auto;text-align: center"
|-
! Weight !! Characters !! Memorization Tip
|-
| | Light || {{Character Label|GGST|Baiken}}<br> {{Character Label|GGST|Bridget}}<br>{{Character Label|GGST|Giovanna}}<br>{{Character Label|GGST|I-No}}<br>{{Character Label|GGST|Jack-O}}<br>{{Character Label|GGST|May}}<br>{{Character Label|GGST|Millia Rage}}<br>{{Character Label|GGST|Ramlethal Valentine}} || Only female characters are light.
|-
| | Medium || {{Character Label|GGST|Anji Mito}}<br>{{Character Label|GGST|Axl Low}}<br>{{Character Label|GGST|Chipp Zanuff}}<br>{{Character Label|GGST|Faust}}<br>{{Character Label|GGST|Happy Chaos}}<br>{{Character Label|GGST|Ky Kiske}}<br>{{Character Label|GGST|Sin Kiske}}<br>{{Character Label|GGST|Sol Badguy}}<br>{{Character Label|GGST|Testament}}<br>{{Character Label|GGST|Zato-1}} || All non-big body non-female characters are medium.
|-
| | Heavy || {{Character Label|GGST|Bedman?}}<br>{{Character Label|GGST|Goldlewis Dickinson}}<br>{{Character Label|GGST|Nagoriyuki}}<br>{{Character Label|GGST|Leo Whitefang}}<br>{{Character Label|GGST|Nagoriyuki}}<br>{{Character Label|GGST|Potemkin}} || All big body male characters are Heavy, except for Leo because he's got them huge swords.
|}
 
 
::::;Effects of Light Weight
::::Light weight characters have a floating effect to them making them launch higher than normal. This is good because it means that almost every type of air combo Millia can do is possible on them, but it can potentially also be bad as sometimes they'll float so high that Millia's air normals will whiff. If Millia is prepared, she can prevent this by delaying the first air normal after the first inital jump that she does. This will usually prevent light characters from floating too high.
 
 
::::;Effects of Heavy Weight
::::Heavy characters are the exact opposite as their weight allows them to resist getting launched higher in air combos. This is pretty much always bad as it limits Millia's air combo choices significantly. It's most notable for players who use {{clr|S|c.S}} relaunches and '''{{clr|H|Kapel}}''' ({{clr|H|j.236H}}) safe jump as high weight usually makes these resets either difficult or impossible. Millia will also have to use {{clr|K|j.K}} more than normal which reduces the damage of her air combos quite a bit.
 
 
:::'''Interesting Note:''' Most players are not aware or simply don't care, but characters will have variable wake-up timings after knockdowns based on their weight. Light characters wake-up the slowest because they take longer to reach the ground. Meanwhile, heavy characters wake-up the fastest because they fall very quickly in comparison. The difference is not huge as it's usually around a 1-4 frame difference, however, 1-4 frames is all that it takes to make a safe jump fail.
 
 
::;<big>Bad Moon ({{clr|P|j.236P}}), Kapel ({{clr|H|j.236H}}) Safe Jump, and Close Slash ({{clr|S|c.S}}) Relaunch</big>
::The most important part of any air combo is the type of knockdown Millia decides to end with. Millia can no longer hard KD off air combos, instead she uses soft KDs to get oki after air combos. There are three main types of air combo soft KDs: '''{{clr|P|Bad Moon}}''', '''{{clr|H|Kapel}}''' safe jump, and '''{{clr|S|Close Slash}}''' relaunches.
 
 
::::;Bad Moon ({{clr|P|j.236P}})
::::'''{{clr|P|Bad Moon}}''' gives the weakest okizeme follow-up out of all three air combo enders, however, it doesn't sacrifice damage like the other options do and is very consistent requiring no character specific combos. Midscreen, '''{{clr|P|Bad Moon}}''' is completely useless since all it can do is meaty with {{clr|S|f.S}} or {{clr|D|2D}} which aren't very good options. However in the corner, it can provide a somewhat decent mixup game if the Millia player is willing to take the risk. In terms of wall breaking, '''{{clr|P|Bad Moon}}''' can be surprisingly inconsistent at actually making the opponent wall splat which is either a good thing or a bad thing depending on playstyle.
 
 
::::;Close Slash ({{clr|S|c.S}}) Relaunch
::::{{clr|S|c.S}} relaunch can either be used as a combo ender or as a reset depending on playstyle. As an ender, {{clr|S|c.S}} relaunch can be comboed into '''{{clr|P|Iron Savior}}''' ({{clr|P|214P}}) for either a hard knockdown oki follow up, or it can be used as an almost guaranteed wall break setup. As a reset, {{clr|S|c.S}} relaunch can be jump canceled into double airdash for a 4-way mixup that can safe jump if done correctly (delay 2nd airdash for sameside). The main problem with {{clr|S|c.S}} relaunch is that it will only work on some air combo starters and is especially difficult to do against heavy characters.
 
 
::::;Kapel ({{clr|H|j.236H}}) Safe Jump (WIP)
::::'''{{clr|H|Kapel}}''' safe jump is purely used as a reset rather than a true combo ender like the other two options. '''{{clr|H|Kapel}}''' safe jump sacrifices the most damage and is the hardest to learn due to it being weight and starter specific. However, it easily makes up for this by having the best overall oki out of all three options. Below are the two most common '''{{clr|H|Kapel}}''' safe jump setups.
 
 
{| class="wikitable" border="1" style="min-width: 1000px;margin: 1em auto 1em auto;text-align: center"
|-
! Name !! Combo
|- style=height:3em
| | Falling {{clr|K|j.K}}/{{clr|S|j.S}} '''{{clr|H|Kapel}}''' safe jump || (optional starter) > {{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} delay {{clr|K|j.K}}/{{clr|S|j.S}} airdash {{clr|H|j.236H}}
|- style=height:3em
| | '''{{clr|K|Turbo Fall}}''' '''{{clr|H|Kapel}}''' safe jump || (optional starter) > {{clr|S|j.S}} > {{clr|D|j.D}} jc {{clr|S|j.S}} > ({{clr|D|j.D}}) > {{clr|K|j.236K}} (delay) {{clr|H|j.236H}}
|}


<!--
example of 6H loop
-->


On the other hand, {{clr|4|2H}} will launch the opponent and keep them closer as well. By keeping the opponent closer, {{clr|4|2H}} can open up some unique okizeme options like cross-up {{clr|1|j.P}}/{{clr|2|j.K}} safe jump after  a {{clr|4|2H}} > '''Iron Savior''' ({{clr|1|214P}}) knockdown. It's still possible to cross-up safe jump with {{clr|4|6H}} > '''Iron Savior''' ({{clr|1|214P}}) knockdown, but Millia has to guess the timing as {{clr|1|j.P}}/{{clr|2|j.K}} setup won't hit meaty with {{clr|4|6H}}. Another important use of {{clr|4|2H}} is for making '''Septem Voices''' extensions possible. If {{clr|4|6H}} does not air-hit the opponent, then '''Septem Voices''' extensions will never be possible. Even if {{clr|4|6H}} does air-hit, it's usually difficult or limited on what '''Septem Voices''' extensions Millia can do. On the other hand, {{clr|4|2H}} will always allow '''Septem Voices''' extensions to be possible, and it they will be much more easier and less limiting thanks to {{clr|4|2H}} keeping the opponent close.
::::;Falling {{clr|K|j.K}}/{{clr|S|j.S}} {{clr|H|Kapel}} Safe Jump
::::Needs expanding




===Air Combos and Close Slash Relaunches===
::::;{{clr|K|Turbo Fall}} {{clr|H|Kapel}} Safe Jump
----
::::Needs expanding
Air combos are a big defining feature of Millia's gameplay as they are important for dealing damage, setting up safe jumps, and corner carrying. Millia's air combos fall into two categories: Basic air combos & Close slash relaunch air combos.


Before talking about air combos, it's best to consider they're grounded counter parts as well. The main advantage to opting for a ground combo over an air combo is the better oki. Midscreen air combos lead into '''Bad Moon''' ({{clr|1|j.236P}}) oki which is not very good. Millia can circumvent this by going for '''Kapel''' ({{clr|4|j.236H}}) safe jumps, but that would sacrifice damage doing so. Ground combos not only lead to the superior '''Iron Savior''' ({{clr|1|214P}}) oki, but they also usually do more damage particularly with wall break and/or {{clr|4|6H}} loops). What makes air combos better on the other hand is the superior corner carry. Pretty much all of Millia's air combos can carry the opponent to the wall from 2/3s of full screen and usually lead into wall break as well. '''Bad Moon''' oki is also much more useful when it's done in the corner.


:::'''Note:''' There are other set-ups, but they're even more inconsistent than these two.


Basic air combos are usually what Millia uses the most when air comboing.. There are only three basic air combos which are all usually interchangeable (air combos can be seen [[{{PAGENAME}}#Air_Combos|here]]). The first two are pretty much the same thing in terms of damage and carry, however, the first combo is generally preferable due to it's oki options. The first air combo has multiple points where Millia can purposely drop the combo with a '''Kapel''' to set-up a safe jump oki with {{clr|4|j.H}}. Since the later bits of the air combo won't do much damage and the safe jumps puts Millia in a very advantageous position, aiming for these safe jumps is a very worth while and important part of Millia's game plan. The third air combo on the other hand is generally preferred for it's corner carry, but it can also set up '''Kapel''' safe jumps as well. Although they tend not to be as good or as consistent.  
===<u>The Problem with Red RC and Blue RC Combos</u>===
Unfortunately for Millia, extending combos with red RC and blue RC is almost always a terrible choice. Using RC spends a lot of meter and applies a hidden meter gain debuff that reduces tension gain by 90%. If Millia is to waste  her meter on RC it must be worth it. RC combos are simply not worth the significant loss in meter.


Something else that's important to note is {{clr|3|j.S}}/{{clr|2|j.K}} swapping. It's generally preferable to do her air combos with {{clr|3|j.S}} over {{clr|2|j.K}} due to the better damage, however, sometimes that just isn't possible. Sometimes the opponent is too low and occasionally too high for {{clr|3|j.S}} to hit, so in such scenarios {{clr|2|j.K}} is Millia's only option. Aside from the preventing the combo from dropping midway, it's also preferable since {{clr|2|j.K}} has faster start up and launches the the opponent higher than {{clr|3|j.S}}. This can be particularly useful for some air combo starters with tight windows or really low starting heights.


::;<big>Red RC</big>
:: Red RC is the most common RC for combos, however for Millia players, it should generally be avoided. Millia's RRC combos build up a lot of burst for the opponent and will only add a little bit of extra damage. Using red RC for combos is only done when:


The second type of air combo, close slash relaunches, are very important and are generally more preferable over the basic air combos. In the first section of air combos, it's mentioned that usually air combo starters will have grounded counter parts that have certain advantages over air counter parts. But it's actually possible to do an air combo and a ground combo, in the same combo. These are called close slash relaunches which can be found [[{{PAGENAME}}#Close_Slash_Relaunch_Combos|here]]. Close slash relaunches do damage similar to basic air combos and have good corner carry while still leading into '''Iron Savior''' oki. However generally speaking, most players will purposely drop they're close slash relaunch combos after the {{clr|3|c.S}} for a soft knockdown 4-way mixup oki. To do this, simply jump cancel > instant airdash after {{clr|3|c.S(2)}}. After which air dash again for cross up or delay airdash for same side.
:::: '''#1:''' It's the only way to finish off the last of the opponent's health (a stray hit that won't combo or the combo will end before the opponent is finished).
:::: '''#2:''' It's a RRC mixup option select (i.e. up-drift RRC '''{{clr|P|Bad Moon}}''' ({{clr|P|j.236P}}) and RRC '''{{clr|P|Iron Savior}}''' ({{clr|P|214P}}))
:::: '''#3:''' It's to setup a meaty '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) oki ('''{{clr|S|Septem Voices}}''' ({{clr|S|236236S}}) and PRC '''{{clr|H|H Disc}}''' are usually better).
:::: '''#4:''' It's to burst bait without losing combo potential (viability of this technique is questionable).




===H Disc Trapping===
::;<big>Blue RC</big>
----
:: Blue RC can also be used for combos, but unlike with red RC, it's a pretty bad combo tool for almost every character. Due to how difficult it is to setup a BRC mid-combo, most BRC combos only use it in the beginning of the combo. However, since BRC is only used in the beginning of most combos, the damage BRC combos do is almost identical to the non-BRC combos. Using blue RC for combos is only done when:
'''H Disc''' ({{clr|4|236H}}) trapping is the act of using '''H Disc''' in neutral when Millia has 50 meter in the hopes of catching the opponent being too aggressive. Most people when they see '''H Disc''' will probably try to jump over it to anti-air Millia. She can punish this using {{clr|3|j.S}} which will cause the opponent to drop into the '''H Disc''' starting a combo, but she might need to purple RC if she is still in startup. If they instead try to go under and potentially air grab, simply forward-drift purple RC. The foward-drift will cause any anti-air inputs to whiff, and the slow down from RC keeps them with-in range of '''H Disc''' opening up a potential combo starter or mixup. The idea is that eventually they will stop trying to challenge the '''H Disc''' allowing Millia to use '''H Disc''' to help get in on the opponent. This is particularly effective if '''S Disc''' ({{clr|3|236S}}) is randomly thrown into the mix making the opponent uncertain when to approach.


:::: '''#1:''' It's the only way to finish off the last of the opponent's health (mainly just stray hits with {{clr|H|j.H}}, less damage scaling compared to RRC).
:::: '''#2:''' Blue RC can be used for side swapping which is useful for some playstyles.


===Septem Voices (One of The Best Supers)===
----
'''Septem Voices''' ({{clr|3|236236S}}) is Millia's best super due to it's good damage, range, combo potential, and slight reversal properties. However this section will only be on it's comboing properties. In particular for setting up '''H Disc''' ({{clr|4|236H}}) oki, combo extensions, and wall breaking.


'''Septem Voices''' can be comboed into from pretty much any stray hit Millia does, however, depending on whether or not '''Septem Voices''' links into an air-hit determines what options Millia has afterwards. If Millia can manage to hit the opponent in the air with '''Septem Voices''', she gains access to her '''Septem Voices''' extension combos. Most attacks will keep the opponent on the ground after hit, but {{clr|4|2H}} is special as it's a launcher which makes it a great link into air-hit '''Septem Voices'''. '''Septem Voices''' extensions almost always do more damage than red RC combos and at the same cost of meter too. Also if the Septem Voices extension is started at midscreen, there's a pretty good chance of wall break as well. Which is pretty important as '''Septem Voices''' has a pretty hefty meter penalty duration (~4 seconds), so getting that positive bonus to negate meter penalty is vital.
:If Millia is going to use meter to extend combos, then it should done exclusively through '''{{clr|S|Septem Voices}}''' extensions. Millia's '''{{clr|S|Septem Voices}}''' extensions combos do pretty good damage and have really good corner carry. The corner carry is important as wall breaking gives positive bonus which removes the meter gain debuff.


Even if '''Septem Voices''' extensions aren't possible, there are other reasons why Millia may still want to end her combos with '''Septem Voices'''. The main reason Millia would end her combos with '''Septem Voices''' without aiming for extensions would be to setup meaty '''H Disc'''. Air-hit '''Septem Voices''' will give Millia extra plus frames allowing for more time to setup meaty '''H Disc'''. Even without an air-hit the meaty is still possible, but it's really precise (To test if meaty H Disc is being setup properly, set the training dummy to do wake-up {{clr|1|6P}}. If Millia get's hit or she gets the punish message instead of counter, it was a delay H Disc.). Another reason good reason to end a combo with '''Septem Voices''' would be for wall breaking. Compared to '''Winger''' ({{clr|4|632146H}}), '''Septem Voices''' is usually easier and more consistent at wall breaking at the cost of a little damage (~10-20). It also builds less tension and burst for the opponent which might make a huge difference depending on the match.
===<u>Winger ({{clr|H|632146H}}) vs Septem Voices ({{clr|S|236236S}})</u>===
Aside from RC, Millia also has her supers, '''{{clr|S|Septem Voices}}''' and '''{{clr|H|Winger}}''', which she can also use to increase damage or extend combos.




===Winger (One of The Worst Supers)===
::;<big>{{clr|S|Septem Voices}} ({{clr|S|236236S}})</big>
----
::'''{{clr|S|Septem Voices}}''' is super useful for combos thanks to it's good damage, range, and ability to extend combos. Almost every stray ground hit will combo into '''{{clr|S|Septem Voices}}'''. Landing a '''{{clr|S|Septem Voices}}''' on a grounded opponent will usually allow for an '''{{clr|H|H Disc}}''' ({{clr|H|236H}}) setup. However, an air-hit '''{{clr|S|Septem Voices}}''' will allow Millia to extend her combos for even higher damage, or she can setup '''{{clr|H|H Disc}}''' anyway and take advantage of the extra frame advantage to setup unique mixups. Combining '''{{clr|S|Septem Voices}}''' with '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancelling will make it possible to do extensions even on ground hit or give even more frame advantage for '''{{clr|H|H Disc}}''' mixups.
'''Winger''' ({{clr|4|632146H}}) is Millia's worst super with little to no usage in her kit. In this section, the focus will be mainly on why it's bad for comboing.  


For starters, unlike '''Septem Voices''' ({{clr|3|236236S}}), the move in general is very hard to combo into. Most of the time '''Winger''' will whiff due to it's poor horizontal hitbox. Even when it is possible to use, the damage  '''Winger''' does tends to be extremely low and unrewarding. In most situations red RC would do more damage, but even that's not worth it.


Instead the main focus of '''Winger''' is going to be mainly wall breaking. '''Winger''' gives the most wall break damage out of all her moves and puts the opponent on hard knockdown giving Millia a +36 frame advantage. However, be careful has '''Winger''' wall break will give the opponent a ''massive'' tension boost. If the opponent gets enough tension, they can yellow RC Millia's knockdown follow up. To avoid this, use '''Septem Voices''' to wall break as the tension gain from it is much lower. But if they already have enough meter to get yellow RC regardless of which super Millia chooses then go for '''Winger'''.
::;<big>{{clr|H|Winger}} ({{clr|H|632146H}})</big>
::'''{{clr|H|Winger}}''' isn't nearly as useful for combos as '''{{clr|S|Septem Voices}}''' is. It's short horizontal range makes it difficult to combo into, and it's lack of extension possibilities usually makes it a lower damaging choice despite '''{{clr|H|Winger}}''' itself doing more damage. '''{{clr|H|Winger}}''' is mainly used to break the wall for extra damage and to get the hard knockdown follow-up that wall break super gives. '''{{clr|H|Winger}}''' can also be used mid-combo when combined with '''{{clr|K|Mirazh}}''' ({{clr|K|214K}}) cancelling to finish off the last of an opponents HP and deny the opponent the opportunity to burst.


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Latest revision as of 10:13, 6 January 2024



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
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

! Read First !

  • IMPORTANT: mc and tc are short for Mirazh (214K) cancel and Turbo Fall (j.236K) cancel. A Mirazh/Turbo Fall cancel is when you special cancel Mirazh/Turbo Fall half way through their animations with either a special or a super. Combos that use mc and tc are usually optional but are more difficult.
  • This list does not contain every single combo Millia can do. Instead it contains most of the ones that have real match usage.
  • Damage values are based on Ky's defense stat while at full health, and meter is calculated via counting the pixels (combos with optional/alternate attacks will be averaged unless the difference is significant).
  • Combos that end with Septem Voices (236236S) might be follow upped with [...]. This is because Septem Voices can sometimes combo without extra meter, but the number of potential follow-ups is too many to list. To reduce the number of dupe combos, extensions for Septem Voices is kept in a separate section.
  • Some combos will say (optional starter) because the combo can either be done raw or with a starter of your choice.
  • 3K is functionally identical to 2K, but it prevents H Disc (236H) from being accidentally inputted when trying to do 2K > 6H.
  • Some attacks may have a number on the bottom right (ex. j.S1, 2K3). There's nothing special about the number, it just helps identify attacks when writing notes.

Beginner Combo List

Some Important Notes
  1. In the event of a wall splat, use 2H, 5[D], or Winger (632146H) / Septem Voices (236236S) to wall break.
  2. Mirazh (214K) cancels are the best thing to learn next once you feel ready to get into more optimal combos, as they optimize both damage and oki situations.
  3. Oki is short for okizeme\
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

5P Starter mash ComboThe go to option to convert off mashing in defense.
Very Easy


2PxN > 6P > 236S
Simple conversion for successfully mashing between a gap of the opponent's offense. The 6P may be needed to be skipped depending on spacing or using too many 2P's. If close enough to the wall you face, it is possible to meaty with a button after this combo, but midscreen or with your back to the wall, you can only close some distance before they recover.


Close Range K Starter Ground ComboYour best way of starting your oki.
Very Easy


5KxN or 2K> 2D > 236H
This combo is Millia's easiest way of starting her oki with H-disk (236H). She will have access to her 4-way mixup, which can then be looped into more oki.

5K allows you to Hit Confirm This keyword does not have an entry in the Glossary into 2D, but 2K is slightly faster and hits low, which makes it good for catching out opponents.


c.S Starter ComboWorks on grounded and aerial opponents.
Very Easy


c.S > 6H or 2H > (mc) 214P
Simple conversion for landing a raw c.S that works vs grounded or aerial opponents. It can also lead to a full combo near the corner after the haircar}, but requires well timed links with Mirazh to loop with 6H. Alternatively, you can go for corner Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. by using H-disk (236H).


c.S Starter ComboThe blockstring confirm.
Very Easy


c.S > 2S > 5H > 214P
You won't do this combo if you get a raw c.s hit typically, but what makes this useful is that the first 3 moves are also a basic blockstring for millia that works as a combo from any step within it. so if your blockstring only hits with the 2S, you can continue this recipe to combo, or if it hit from the 5H. if everything is blocked, end in 214S instead.

Beginner Punch Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
AA (5P)xN > 6H > (mc) 214P Anywhere ~80 All [1] Very Easy Easy and safe anti-air that converts into hard knockdown. 5P can be used twice depending on distance. Mirazh (214K) cancel for better oki. 0:11 ??
CH 6P > (mc) 214P Anywhere 61 All [1] Very Easy Converts grounded counter hit 6P into a hard knockdown. Mirazh (214K) cancel for better oki. If CH 6P is an air hit, you can replace 214P with 236H for a meaty hdisc instead if you prefer going for the oki rather than damage. 0:28 ??


Beginner Kick Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
6K > 214(S)xN Anywhere 71 All [1] Very Easy A high mixup combo that's fairly safe. If 6K successfully hits the opponent, mash S until Lust Shaker (214S) knockdowns the opponent. Otherwise leave Lust Shaker unmashed to be safe on-block. 0:57 ??
6K > 2K > 2D > 236H Anywhere All [2] Easy A link from 6K into meaty hdisc oki ??


Beginner Slash Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
c.S > 2H > 236236S, dash > 2S > 2H > 214P Anywhere 194 All [2] Easy Basic meter use for damage. Double tapping the dash macro after Millia lands can help with timing. 1:19 ??
c.S > 2H > mc (delay) 236236S, dash > c.S > 6H > (mc) 214P Anywhere 200 All [2] Easy Variant of the previous that's easier if you can do Mirazh (214K) cancels. Delay gives more time to do run up c.S. Second Mirazh cancel is for better oki. 1:26 ??
dash (CH) f.S > 5H > 214P Anywhere 90 All [1] Very Easy f.S's poke combo. At max range, counter hit is required for 5H/214P to work. Combo will work without initial dash but it's inconsistent. 1:48 ??
Beginner Heavy Slash Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.H land (micro dash) c.S(N) > 2D > 236H Anywhere 64-72 All [1] Very Easy Millia's main jump-in. Replace c.S with 2K if necessary to combo, as c.S may be too slow if the j.H was landed too high. Micro dash if you're not close enough to do c.S. 2:48 ??


Beginner Dust Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8 /\ j.H > j.D > j.H > j.D > j.H > j.D > D Anywhere 196 All [1] Very Easy Easiest homing dust combo in the game. Just two buttons, no jump cancel/airdash, simple and strong. 3:22 ??

Full Combo List

  • Damage and Tension may sometimes have an asterisk next to them:
*1: Damage and tension assumes you used Iron Savior (214P) ender. Septem Voices (236236S) ender will do more damage (~20-80 more) at the cost of meter.
*2: More damage and tension can be gained from wall break, but will vary depending on what you use to wall break.
  • If the video examples are too fast, use youtube's playback speed setting to slow them down.
    • On PC/Mac you can use the comma (,) and period (.) keys to go frame-by-frame.
    • Feel free to leave a comment if you are still confused.


Punch Combos

5P/2P/6P Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
AA (5P)xN > 6H > (mc) 214P Anywhere ~80 All [1] Very Easy This 5P anti-air does the least damage but is the most consistent and gives a hard knockdown. 5P can be used multiple times depending on distance. Mirazh (214K) cancel for better oki. Can be 6H looped. Link ??
AA 5P, (micro dash) c.S jc j.K/j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~119 All [2] Easy Does more damage but soft knockdowns instead. Micro dash makes c.S more consistent. Using j.K instead of j.S is more consistent but will do less damage. Link ??
AA 5P, (micro dash) c.S > 6H/2H > (mc) 214P Anywhere 81-88 All [1] Very Easy Works even if the opponent is low to the ground and gives a hard knockdown instead. The route [2H > mc > 214P] is impossible. Septem Voices (236236S) is possible but not recommended. Mirazh (214K) cancel for better oki. Can be 6H looped. Link ??
(2P)xN > (6P) > 236S Anywhere 40-56 All [1] Very Easy Mashable 2P combo to get an opponent off Millia. 6P is not required but gives more time to input S Disc (236S). 5P can be used instead but it's not recommended. Link ??
CH 6P > (mc) 214P Anywhere 61 All [1] Very Easy Converts grounded counter hit 6P into a hard knockdown. Link ??
(CH) 6P > 214S214P Anywhere 61 All [3] Medium 6P option select that is an extremely good poking tool thanks to 6P's low profile. Gives Lust Shaker (214S) on non-counterhit and Iron Savior (214P) on counterhit. 214P input must be done very quickly after 214S input in order for the option select to work. Link ??
(CH) 6P delay 214SP Anywhere 61 All [3] Medium Alternative version of previous OS that might be easier. Delay should be subtle and avoid pressing S and P at the same time. Link ??
CH AA 6P > mc 236H Anywhere 28 All [1] Very Easy Converts anti-air counter hit 6P into a meaty H Disc (236H) setup. Link ??
AA 6P > 214K, (micro dash) 5K/c.S > ... Anywhere All [1] Very Easy Converts an air-blocked 6P into a 5K/c.S block string starter. Micro dash gives better block string options and makes c.S more consistent. Link ??
  • Use 5P to anti-air if you want something safer than 2H or 6P but are not close enough to use c.S instead.


Kick Combos

5K/2K/6K Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(5K)xN > 2D > (mc) 236H Anywhere 43-62 All [1] Very Easy You can use up to three 5Ks but doing so will prevent you from doing cross-up H Disc (236H). Using a Mirazh (214K) cancel will bring you close enough to cross-up, but you will get a delay H Disc (236H) instead. Link ??
2K > 2D > (mc) 236H Anywhere 36 All [1] Very Easy Millia's main low mixup and punish combo. Millia can add a 5K before doing 2K, but there's no reason to do that. 2D is very unsafe on block so be careful when using this combo as a mixup. Link ??
6K > 214S Anywhere 47-71 All [1] Very Easy Converts 6K into a decent combo. Non-mashed Lust Shaker (214S) is safe on-block while the mashed version does extra damage and will soft knockdown (KD is only useful in the corner). Link ??
6K > 236S 66.PRC j.S > j.D airdash j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~143 All [1] Very Easy If you're willing to use meter, S Disc (236S) can be a good option as it does more damage with RC than Lust Shaker (214S) would and leads into a 4-way mix if blocked instead. Without RC, S Disc is worse because it does less damage and is unsafe on-block. Link ??
6K > 236236S, micro dash 236H Anywhere 102 All [1] Very Easy Alternative meter option for 6K. Septem Voices (236236S) leads into H Disc (236H) oki on-hit and leaves you plus if blocked instead. Micro dash H Disc must be done very quickly in order to get the meaty setup (inputting 2366H helps). Link ??
6K > mc 236236S [...] Anywhere 102 All [3] Medium Makes Septem Voices (236236S) extensions easier. Extremely good in the corner as the corner prevents push back allowing Millia to take advantage of the plus frames to block string into c.S. Link ??
  • Only use H Disc (236H) if the 2D lands successfully. At high level play, 2D can be easily punished by invincible reversals.


Slash Combos

c.S/f.S/2S Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(dash) c.S > [(2S) > 5H/2H] or [6H] > 214S Anywhere All [1] Very Easy The full c.S block string. 2H has better counter hit combos than 5H, but 5H is less likely to whiff and is the only gapless block string. 6H is used to chase an opponent using FD or to special cancel into Bad Moon (j.236P). Dash is required to do 2S > 2H route. Link ??
c.S > 2D > 236H Anywhere 56 All [1] Very Easy Generally not used on it's own, but it's usually used to hit confirm into a meaty H Disc (236H) after a mixup. Particularly because of the low push back from c.S(1). Link ??
c.S > 6H > 214P/236236S Anywhere 114 *1 All [1] Very Easy Basic combo off c.S hit. Link ??
(dash) c.S > 2H > (mc) > 214P/236236S [...] Anywhere 101 *1 All [1] Very Easy lternate route that can do Septem Voices (236236S) extensions. Mirazh (214K) cancel for better oki. Link ??
dash c.S > 2H > mc 214P, (micro dash) 3K > 6H > (mc) > 214P/236236S [...] Anywhere 149 *1 All [2] Easy Does more damage than previous but has weaker oki opportunity. Micro dash is only for better consistency. Link ??
dash c.S > 2H > mc 214P, micro dash c.S > 6H > (mc) > 214P/236236S [...] Anywhere 154 *1 All [2] Easy Harder version of the previous that does more damage. Very inconsistent against light characters. Can be 6H looped. Link ??
(dash) c.S > 2H > mc 214P, (delay) 236H Anywhere 101 All [2] Easy Sacrifices the extra damage for a delay H Disc (236H) oki. Even though the H Disc isn't meaty, the gap is so small that this tends to not to be a problem. Add extra delay for light and medium weight characters if you want to safe jump the H Disc with j.H. Link ??
(dash) c.S > 2H > 236S, (micro dash) 3K/c.S > 6H/2H > (mc) 214P WS Corner 153-160 *2 All [1] Very Easy Best c.S corner combo. Initial dash makes micro dash more forgiving or completely optional. Use c.S for more damage, or use 3K if you're too far away to do micro dash c.S. Mirazh (214K) cancel makes wall breaking easier. Can be 6H looped. Link ??
CH c.S(2) > 6H > mc (delay) 214p > c.S/2k > 6H > mc 214p Away from corner/midscreen All [2] Easy Optimal CH c.s combo. Iron Savior after the Mirazh needs to be delayed. You can do c.s after the Iron Savior if it is delayed perfectly, but if you want to stay consistent, use 2k instead. ??
CH c.S(1) > 2H > 214K, c.S jc j.K/j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Away from corner ~163 All [1] Very Easy Mainly used to punish DPs, grabs, or any other moves that leave the opponent in counter hit state. Usually 2H is better, but sometimes 2H is too slow making this your only option. Doesn’t work on air-hit. Link ??
CH c.S(1) > 2H > 214K, c.S > 6H/2H > (mc) > 214P/236236S [...] Anywhere 127-136 *1 All [1] Very Easy Grounded variant of previous. Mirazh (214K) cancel for better oki. Can be 6H looped. Link ??
c.S jc 66.BRC 2H > 214K, c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Away from corner ~176 All [2] Easy Blue RC combo that's used to side swap an opponent. The BRC should come out before Millia actually jumps. Useful if Millia is trying to go for a wall break. Link ??
c.S jc 66.BRC 2H > 214K, c.S > 6H/2H > (mc) > 214P/236236S [...] Anywhere 148 *1 All [2] Easy Grounded variant of previous. This version is more ideal when Millia is already close to the corner allowing for 6H loops. Mirazh (214K) cancel for better oki. Link ??
AA c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Away from corner ~161 All [1] Very Easy Good anti-air if opponent is vertically above Millia and also serves as the basis of many combos. Getting a counter hit lets you use c.S twice (delay 2nd c.S). Link ??
AA (c.S)xN > 6H/2H > (mc) > 214P/236236S [...] Anywhere 101-126 *1 All [1] Very Easy Grounded variant of previous. You can use c.S twice if the first c.S hit's high enough. Mirazh (214K) cancel for better oki. Can be 6H looped. Link ??
dash (CH) f.S > 5H > 214P Anywhere 90 All [1] Very Easy Only poke with this combo at f.S's mid-to-max range since 5K would be superior when up close (faster and has mix-ups). At f.S's max range, counter hit is required for 5H to work. Combo will work without the initial dash but it's inconsistent. Link ??
dash f.S > 5H > (mc) 236S Anywhere 85 All [1] Very Easy Variant of previous that's much more consistent. Mirazh cancel allows for a meaty 5K follow up. Link ??
2S > 5H/2H > 214S Anywhere All [1] Very Easy Block string that does an immediate low rather than a delayed one. Pairs well with Bad Moon (j.236P) as a way to meaty mixup. It can also be used to call out an opponent's low profile attack. Link ??
2S > 5H > [214P] or [(mc) 236S] Anywhere 88 or 83 All [1] Very Easy Use this combo if 2S successfully hit the opponent. Iron Savior (214P) might not combo if the opponent is too far away, so use S Disc (236S) variant instead. Mirazh cancel allows for a meaty 5K follow up. Link ??
(dash) 2S > 2H > (mc) 214P Anywhere 91 All [1] Very Easy 2H variant of previous that leads into better oki but requires Millia to be closer to the opponent. Dash momentum makes 2H more likely to connect from a distance. Link ??
(dash) 2S > 2H > mc 214P, 3K > 6H > (mc) > 214P/236236S [...] Anywhere 134 Near corner for GI, IN, JC, MA, MI, RA
Midscreen everyone else
[2] Easy Higher damaging version of previous that must be done midscreen (Near corner only for lightweights). Can be 6H looped Link ??
(dash) CH 2S > 2H > 214K, c.S jc j.K > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~154 All [1] Very Easy Generally not possible to switch from 5H to 2H on reaction, so only go for this combo if you were already going to do a 2H. Link ??
(dash) CH 2S > 2H > 214K, c.S > 6H/2H > (mc) > 214P/236236S [...] Anywhere 130-138 *1 All [1] Very Easy Grounded variant of previous. Can be 6H looped Link ??

Heavy Slash Combos

5H/2H/6H Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 5H > 214K, (micro dash) (5K)xN > 2D > (mc) 236H Anywhere 87-98 All [1] Very Easy Converts counter hit 5H into H Disc (236H) set-up. Use two 5Ks if you don't like the opponent being too close during H Disc. Micro dash to get closer. Link ??
CH 5H > 214K, (micro dash) c.S > 6H > 214P/236236S Anywhere 142 *1 All [1] Very Easy Use this combo instead for guaranteed damage rather than the risky but more rewarding H Disc (236H) damage. Link ??
CH 5H > 214K, (micro dash) c.S > 2H > (mc) > 214P/236236S [...] Anywhere 132 *1 All [1] Very Easy Variant that allows for Septem Voices (236236S) extensions. Mirazh (214K) cancel for better oki. Link ??
2H > (micro dash) 5K/3K > 6H > (mc) 214P Anywhere 130 All [1] Very Easy Millia must be close to the opponent. A combo that can be easily done on reaction after a successful non-counterhit frame trap. Mirazh (214K) cancel for better oki and consistency. Link ??
2H > mc 214P, (micro dash) c.S jc j.K > j.D airdash j.S > j.D WS j.236P WB Midscreen 183 All [2] Easy Millia must be close to opponent. Can be used to punish moves that are extremely minus but don't leave the opponent in counterhit state. Air combo will likely drop when not near the corner so don’t bother outside corner range. Link ??
2H > mc 214P, (micro dash) c.S > 6H/2H > (mc) > 214P/236236S [...] Anywhere 147 All [2] Easy Grounded variant of previous. Mirazh (214K) cancel for better oki. Can be 6H looped. Link ??
CH 2H > 214K (micro walk/dash) c.S jc j.S > j.D jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Away from corner ~180 All [1] Very Easy Millia's main DP and Grab punish. Micro walk/dash to side switch (walking avoids sliding from dash but timing will be tighter). Link ??
CH 2H > 214K (micro walk/dash) c.S > 6H/2H > (mc) > 214P/236236S [...] Anywhere 135-145 *1 All [1] Very Easy Grounded variant of previous. Mirazh (214K) cancel for better oki. Can be 6H looped. Link ??
CH 6H > mc 214P, (micro dash) c.S > 6H/2H > (mc) > 214P/236236S [...] Anywhere 157-162 *1 All [2] Easy Counter hit 6H combo with good damage and decent oki follow ups. Microdash is unnecessary, but it might help make the c.S more consistent. The route [2H > (mc) > 214P] seems to be either impossible or inconsistent. Link ??
CH 6H > mc 214P, (micro dash) 3K > 6H > (mc) > 214P/236236S [...] Anywhere 157 *1 All [2] [2] Easy Similar to previous but swaps c.S for 3K. Normally this is done to make the combo more consistent with light characters. However with this setup, c.S is already consistent with light characters. Link ??
CH 6H > mc 214P, 236H Anywhere 99 All [2] Easy Sacrifices guaranteed damage for a delay H Disc (236H) setup. Link ??
CH 6H(1) (delay) j.236K, (5K)xN > 2D > 236H Anywhere 63-74 All [1] Very Easy Can be used if you prefer using meaty H Disc (236H) over combos that do delay H Disc (236H) setups or guaranteed damage. Delay is to option select Turbo Fall (j.236K) (see video). Link ??
CH 6H(1) (delay) j.236K, c.S > 2H > mc 214P, 236H Anywhere All [1] Very Easy Another Iron Savior (214P) into delay H Disc (236H) setup although this one gives more damage and meter. Septem Voices extensions are possible, but it wouldn't do as much damage as the first 6H combo. Link ??


  • All of Millia's HS attacks are only used for frame trapping, punishing extremely minus attacks, or punishing counter hit state attacks. As such, most of her HS combos reflect this.


Dust Combos

5D/2D Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(CH) 2D > 214S (delay) 236H Anywhere 30 All [1] Very Easy 2D option select that is a decent poking tool against low profile attacks. Gives Lust Shaker (214S) on non-counterhit and H Disc (236H) on counter hit. Delay window is forgiving but optional. Link ??
(optional starter) > 2D > 236236S [...] Anywhere All [1] Very Easy Only use this combo to finish off the last of your opponent's HP. Damage varies greatly based on starter and which septem voices extension you use, but you can expect ~160 damage raw and ~120 damage with a starter. Link ??
(optional starter) > 2D > 236H (delay) 214K Anywhere All [1] Very Easy An option select to prevent Millia from doing H Disc (236H) after a wall splat. Delay window is forgiving but optional. Link ??


Charged Dust Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
5[D]8 /\ j.H > j.D > j.H > j.D > j.H > j.D > D Anywhere 196 All [1] Very Easy Two buttons, no jump cancel or airdash, simple and strong. Link ??
5[D]8 /\ j.H > j.S jc j.S > j.H > j.S > j.H > j.D > D Anywhere 198 All [2] Easy Cancel every move as soon as it hits otherwise the last j.H will drop. Link ??
5[D]8 /\ backdash > airdash > j.D > j.H > j.D > j.H > j.D > D Anywhere 50+150 (200) All [1] Very Easy A combo to bait an immediate burst. If the opponent doesn't burst, then you lose out on a free combo. Link ??
5[D]8 /\ 88.BRC > block, airdash > j.H > j.D > j.H > j.D > j.D Anywhere 50+136 (186 All [1] Very Easy IMMEDIATE burst option select for when they DO burst. You can add another j.H before using the homing dust finisher if combo was started facing away from corner. Link ??
5[D]8 /\ 88.BRC > j.H > j.S > j.H > j.D > j.H > j.D > j.H > H Anywhere 201 All [2] Easy IMMEDIATE burst option select for when they DON'T burst. Generally better not to do the full combo as they'll probably burst. You can add another j.D before using the homing dust finisher if combo was started facing away from corner. Link ??
5[D]8 /\ j.S1 delay airdash j.D > j.S > j.D > j.S2 > j.D > D Anywhere 75+147 (222) All [1] Very Easy DELAY burst option select for when they DO burst. Delay the airdash until Millia is almost off screen. If the opponent doesn’t burst immediately after j.S1 then replace the first j.D with jump and j.S2 with j.H. Link ??
5[D]8 /\ j.S delay airdash j.K > j.D > j.S > S Anywhere 163 All [1] Very Easy DELAY burst option select for when they DON'T burst. Delay the airdash until Millia is almost off screen. Generally better not to do the full combo as they'll probably burst. You can add another j.D before using the homing dust finisher if combo was started facing away from corner. Link ??
Throw Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
4D/6D, FRRC j.S (whiff) > land (micro dash) c.S jc > j.S > j.D jc j.S delay j.S > j.D airdash j.S > j.D > delay j.236P Anywhere ~122 All [1] Very Easy Only use this combo to finish off the last of your opponent's HP. The whiffed FRRC j.S is to prevent damage scaling from red RC (~10 extra damage). You can micro dash to side swap or to get closer to the wall. Link ??

Jump-in Starters

Jump-in Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
airdash (j.P)x2 land 2K > 2D > (mc) 236H Anywhere 52 All [3] Medium Allows you to double overhead without losing the ability to link into 2K > 2D. The height Millia is at while airdashing must be very low. Link ??
j.P/j.K/j.S/j.H land (micro dash) c.S > 2D > (mc) 236H Anywhere 43-72 All [1] Very Easy Millia's new main jump-in. Doesn't hit low but it leads into good pressure if blocked. Only micro dash if f.S will come out instead of c.S. Cancel c.S(1) into 2D for cross-up H Disc (236H) to work. Link ??
j.P/j.K/j.S/j.H land (micro dash) 5K/2K > 2D > (mc) 236H Anywhere 45-67 All [1] Very Easy Millia's old main jump-in. 5K is 1 frame slower than 2K, but it will hit confirms into decent pressure if blocked. Micro dash is required for cross-up H Disc (236H) to work. Link ??
CH j.S/j.H land > micro dash c.S > 6H > 214P/236236S Anywhere ~112 *1 All [1] Very Easy Simple jump-in counter hit conversion. Link ??
CH j.S/j.H land > micro dash c.S > 2H > (mc) > 214P/236236S [...] Anywhere ~103 *1 All [1] Very Easy Variant that allows for Septem Voices (236236S) extensions. Mirazh (214K) cancel for better oki. Link ??
  • As for why [j.H > c.S] is Millia's most optimal jump-in and not [j.H > 2K] can be found in combo theory.


Special Move Starters

Special Move Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
CH 214P, (dash) c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Away from corner ~144 All [3] Medium Counter hit can be acquired by either frametrapping or using it in neutral and catching your opponent's button. Dash may be required but be sure to switch the first j.S with j.K. Link ??
CH 214P, (dash) c.S > 6H/2H > (mc) > 214P/236236S [...] Anywhere 112-120 *1 All [1] Very Easy Grounded variant of previous. Mirazh (214K) cancel for better oki. Can be 6H looped. Link ??
CH 214P, (dash) 3K > 6H > (mc) > 214P/236236S [...] Anywhere 112 *1 All [1] Very Easy Nearly identical to previous, however, because 2K has more range and is faster, it can useful if you aren’t sure c.S will connect. Opponent must be very low to ground for 2K to connect. Link ??
(dash momentum) > 214P > 3K > 6H > mc > 214P Away from corner ~116 All [1] Very Easy Reliably starts from blocked c.S with dash momentum. Catches backdash, mashing, and stand block, and is plus enough on hit to safejump afterwards. Link ??
(optional starter) > 214P 66.RRC (dash) c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Away from corner ~110 All [1] Very Easy Can be used as a quick and easy way to get in on the opponent or as a way to finish off their remaining HP. Sets up a high/low/tick-throw mix-up when blocked. Damage and meter gain is higher with starters. Dash to side swap or to get closer to the wall. Link ??
(optional starter) > 214P 66.RRC (dash) c.S > 6H/2H > (mc) 214P Away from corner ~115 All [1] Very Easy Grounded variant of previous. Septem Voices extensions are possible but not worth it. Mirazh (214K) cancel for better oki. Can only be 6H looped if the combo was done without a starter. Link ??
tk.236P (88)RRC (c.S)xN jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~122 All [2] Easy If Bad Moon is blocked, up-drift RC sets-up a three way mix-up. If delayed correctly, you can use two c.Ses. This combo can also be used after air normals to double overhead. Link ??
tk.236P (88)RRC (c.S)xN > 6H/2H > (mc) 214P Anywhere 91-118 All [2] Easy Grounded variant of previous. Septem Voices extensions are possible but not worth it. Mirazh (214K) cancel for better oki. Can be 6H looped. Link ??
236S PRC (j.S) > j.D airdash j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~130 All [1] Very Easy Allows you to convert a successful S Disc poke into a full combo. If the poke fails, you can go for a high/low/throw mix-up instead. First j.S may not always work depending on when you PRC'd or if you have dash momentum. Link ??
AA j.236H, j.K land (micro dash) c.S > 6H/2H > 214P/236236S [...] Anywhere ~98 *1 All [2] Easy Opponent must be at or below Millia's height while also being very close to her. Minimum starting height is slightly below the apex of Millia's neutral jump. Micro dash usually makes 2H easier to land. Link ??
  • If doing a TK or Tiger Knee Bad Moon (j.236P) is too hard, you can do [6H(1) > j.236P] or [5D] instead.


6H Loops

6H Loops
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(optional starter) > air-hit 6H > [214K > ...] or [(mc) 214P] Corner 112 All [1] Very Easy Basic concept of 6H loop. Use Mirazh (214K) to keep the loop going or use Iron Savior (214P) if you think the combo will drop or wall break. Mirazh (214K) cancel the Iron Savior to make wall breaking easier. Link ??
(starter) > air-hit 3K > 6H > [214K > ...] or [(mc) 214P] Corner 114 All [2] Easy Fastest starter that can tricky to land due to 2K's low hitbox. Combo is impossible if you try to start it raw. Link ??
(optional starter) > air-hit (5K)xN > 6H > [214K > ...] or [(mc) 214P] Corner 112-114 All [1] Very Easy 1 frame slower than previous but much easier to use and has the longest range. Using multiple 5Ks will reduce damage and make an extra loop impossible, but it will make the wall more likely to break. Link ??
(optional starter) > air-hit c.S > 6H > [214K > ...] or [(mc) 214P] Corner 120 All [1] Very Easy Requires Millia to be close to the opponent but has the highest chance to break the wall. Link ??
  • Damage and Meter gain assumes you did H Disc (236H) starter with Iron Savior (214P) ender.
  • [ Works on: ] section has been removed because it varies based on starter ( PO,  LE,  NA, &  GO usually loop once or not at all).


Septem Voices (236236S) Extensions

Septem Voices (236236S) Extensions
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(optional starter) > air-hit 236236S, dash 2S > 2H > [214P] or [(mc) 236236S [...]] Anywhere 194 All [2] Easy Easiest and most consistent extension that does decent damage, but it has the lowest wall break chance. Mirazh (214K) cancel for better oki. Link ??
(optional starter) > air-hit 236236S, dash 3K > 6H > (mc) > 214P/236236S [...] Anywhere 194 All [3] Medium Fastest extension that can be sometimes hard to land due to 2K's hitbox. Link ??
(optional starter) > air-hit 236236S, dash (5K)xN > 6H > (mc) > 214P/236236S [...]] Corner All [2] [2] Easy Easier to use than previous but is 1 frame slower, and opponent must be in the corner by the time you use 5K. Link ??
(optional starter) > air-hit 236236S, dash c.S (delay) 2S > 2H > [214P] or [(mc) 236236S [...]] Anywhere 200 All [2] Easy Similar to the first extension, but this one has a higher chance of wall break. Delay is based on opponent's height after c.S and their weight/size. Link ??
(optional starter) > air-hit 236236S, dash c.S > 6H/2H > (mc) > 214P/236236S [...]] Anywhere 194-200 All [2] Easy Identical to previous but with a more familiar gatling route. The route [2H > mc > 214P] is very inconsistent. Mirazh (214K) cancel for better oki. Can sometimes be 6H looped. Link ??
(optional starter) > air-hit 236236S, dash c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~220 All [2] Easy Ariel variant of the previous that only works if Millia is extremely close to opponent (Usually after a [mc delay 236236S] starter). Link ??
  • To consistently time the dash, double tap the dash macro button after Millia lands.
  • Damage and Meter Gain values assume you use [c.S > 2H] as your starter and Iron Savior (214P) as your ender.
  • [ Works on: ] section has been removed because it varies based on starter ( PO,  LE,  NA, &  GO usually drop on long starters)


Air Combos

Air Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
j.K/j.S delay j.H land (micro dash) 5K/c.S > ... Anywhere All [1] Very Easy Basic air block string that converts into 5K/c.S block strings. Delay j.H until Millia is just barely above the ground. Micro dash for better block string options and to make c.S more consistent. Link ??
(optional starter) > j.S > j.D jc j.S > j.D airdash > [ender] Anywhere ~140 All [1] Very Easy Basic air combo Link ??
(optional starter) > j.S > j.D airdash j.S > j.D airdash > [ender] Anywhere ~140 All [1] Very Easy Use if opponent isn't high enough to jump cancel Link ??
(optional starter) > j.S > j.D jc j.S1, j.S > j.D airdash > [ender] Anywhere ~140 All [2] [2] Easy Air combo with the best corner carry, but only works on short starters. Swapping j.S1 with j.K is not recommended. Link ??
  • Damage and Meter assumes you use [236H, c.S] as your starter and [j.S > j.D delay j.236P] as your ender.
  • j.S can be swapped for j.K for better consistency or sometimes with j.H for more damage.
  • More in-depth explanation on air combos can be found in combo theory.


Air Combo Enders

Air Combo Enders
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
air combo > j.S > j.D delay j.236P Anywhere ~140 All [1] Very Easy Basic air combo ender. Avoid breaking the wall with Bad Moon (j.236P) as j.D and Kapel (236H) usually do more damage although not by much. Link ??
air combo > j.S > j.D > tc j.236P Anywhere ~140 All [1] Very Easy Alternate version of the previous combo. Instead of timing Bad Moon (j.236P) yourself, Turbo Fall (j.236K) helps you time when to do Bad Moon. In general the previous combo is usually better especially if the air combo is barely connecting. Link ??
air combo > j.S > j.D WS (delay) j.236H WB Corner 173 All [1] Very Easy Optimal wall break route. Delay Kapel (236H) until Millia is close enough to hit. Link ??
air combo > j.236H, j.H WS 632146H WB Anywhere 197 All [3] Medium Breaks wall low to ground so you can use Winger (632146H). Opponent must be very close to Millia, preferably above her. If the wall broke after Kapel (236H), you can usually use a j.D before you land. Link ??


  • Damage and Meter assumes you use [236H, c.S jc j.S > j.D jc j.S delay j.S > j.D airdash] as your air combo.


Close Slash Relaunch Combos

Close Slash Relaunch Combos
Combo Position Damage Works on Difficulty Notes Video Recipe Ver
(optional starter) > (j.S1) > j.D jc > delay j.S2, j.S3 land c.S > 6H/2H > 214P/236236S Anywhere 138 *1 All [3] Medium Delay j.S2 for as long as you can (using j.D quickly allows for more delay), and use j.S3 as soon as you can. Using j.S1 is only possible with some starters. Link ??
AA CH j.S1 (delay) j.D jc j.K/j.S delay j.S land c.S > 6H/2H > 214P/236236S [...] Anywhere 129-137 All [2] Easy Good conversion off anti-air j.S counter hit that leads into the lucrative c.S relaunch. First delay isn't required, but it makes the combo more consistent if j.S1 was a rising attack. Can be 6H looped with 3K. Link ??
AA CH j.S (delay) j.D jc j.K/j.S delay j.S land c.S jc j.K/j.S > j.D airdash j.S WS j.D WB Midscreen 162-171 All [2] Easy Ariel variant of previous. Does less damage considering the previous can also wall break. Only works if the opponent ends up at the wall by the time you start the second air combo. Link ??
AA CH j.S1 land > (dash) c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Away from corner ~140 All [2] [2] Easy Works more consistently than the previous combo if j.S1 is a falling attack. Dash will make combo more consistent, but isn't always required. Link ??
  • Damage and Meter for the first combo assumes you use [236H, c.S] as your starter (no j.S1).
  • Swapping j.S for for any other move is highly discouraged unless stated otherwise

Combo Theory

Compared to the rest of the cast, Millia's combo theory can be very unorthodox. Due to the very low damage nature of her combos, Millia's main focus isn't to do the most damage possible but rather to get the best oki follow up possible. This can lead to strange oddities like opting for lower damaging moves/gatlings for better oki or straight up dropping combos early for 50/50 mixups. The combo theory guide will try to explain these strange oddities so that they can be better understood by beginners.


The Difference Between 6H vs 2H

A lot of Millia's combos can use both 6H and 2H interchangeably. However, while they are interchangeable, which one Millia uses has a large influence on what Millia can do afterwards.

For 6H: It will usually do more damage and bring the opponent closer to the wall. These two properties are very important for 6H looping. Combos that 6H loop are typically her highest damaging combos (especially the ones that start with CH 2H or CH 6H). The good corner carry from 6H also means that getting a 6H loop can be done a pretty good distance from the wall.
For 2H: At the cost of slightly less damage, 2H will launch the opponent into the air instead. The launch property will give Millia better midscreen combo routes like Septem Voices (236236S) extensions and Mirazh (214K) cancel Iron Savior (214P). Using 2H will generally lead to better oki as well since 2H keeps the opponent much closer. Since the damage difference between 2H and 6H is not very high (excluding 6H loops), 2H should almost always be used over 6H as oki looping is more important than doing ~10 more damage.


TL;DR: 6H to break the wall and deal damage. 2H to keep the oki loops going.


How to use Dust (5D)

For when the ping hits +150 ms

While uncharged dust is considered useless by most Millia players due to it's low reward, charged dust is actually quite useful. Charged dust, despite it's slow and very obvious start up, has a few handy scenarios where it can be used effectively.

The 1st scenario is to punish certain overdrives (aka supers) that are extremely minus. Since overdrives usually don't leave the opponent in counter hit state, Millia's punishes for these moves aren't too high in damage. However, some supers will leave the opponent minus enough to allow for a charged dust punish. Here is a list of these supers:
  1.  Ky Kiske's Ride The Lightning
  2.  Chipp Zanuff's Zansei Rouga (extremely difficult)
  3.  Faust's Bone-crushing Excitement (IB is helpful but not required)
  4.  Ramlethal Valentine's Mortobato (IB is helpful but not required)
  5.  Leo Whitefang's Leidenschaft des Dirigenten
  6.  Nagoriyuki's Wasureyuki / 忘れ雪 (requires IB) and Zansetsu / 残雪 (IB is helpful but not required since there's enough time to dash up)
  7.  Giovanna's Ventania
  8.  I-No's Ultimate Fortissimo (block the first hit, buffer charged dust slightly before she reaches the apex of her jump)
  9.  Goldlewis Dickinson's Down With The System (requires IB)
  10.  Jack-O's Forever Elysion Driver (must be whiffed, dash immediately after startup).
Some characters have supers that are technically minus enough to be punished with charged dust, but have too much push back that can't be fixed with Instant Blocking (aka IB). For example:  Sol Badguy's Tyrant Rave (collision box pushes Millia which can't be IB'd) and  Anji Mito's Issei Ougi: Sai / 一誠奥義・彩 (too hard to IB). Beware of players with 100 meter! Some players will use their super because they know they can PRC if it gets blocked.


The 2nd scenario is to use it to punish a baited blue burst. Blue burst when blocked is -30 and a whiffed blue burst can be even more minus than that. It just so happens that charged dust has a start-up of 28 frames. Meaning that, if Millia is close enough, 5[D] can be used to punish a whiffed/blocked blue burst. Be warned though, gold burst is not punishable as it is -10 on block.

How to approach Wall Break

Wall break by design is meant to prevent and disrupt Millia's oki looping play style. The trade-off of losing oki looping at the wall is positive bonus, however, Millia has a very weak positive bonus state compared to other characters. Because of this, Millia players must either choose to live with wall break or map out their oki and combos to prevent/delay wall break as much as possible.


Working with Wall Break:
Playing the game normally and actively going for wall breaks is both a more simple gameplan and a more higher damaging one as well (at least per combo). Wall break scenarios will split between air combo wall breaks and ground combo wall breaks.


Ground Combo Wall Break
Without meter, using 5H, 2H, and 5[D] are going to be Millia's main wall break options. They all do pretty much the same damage although 5[D] can sometimes squeeze 1-5 more damage. Breaking the wall with a super will give a +36 knockdown that Millia can use to keep pressure going. Winger (632146H) does the most damage, but it builds a lot of burst/tension for the opponent and requires a micro dash if Millia is too far. Septem Voices will do less damage, but it will build slightly less burst/tension for the opponent and will work at any distance as long as the opponent is low to the ground. Since wall break can "eat" inputs, Millia can cancel her moves with Mirazh (214K) and Turbo Fall (j.236K) to prevent herself from wall breaking with the wrong move.


Air Combo Wall Break
If Millia is mid-air, she can either use j.D, Bad Moon (j.236P), and Kapel (j.236H) to wall break instead. Her j.D and Kapel do very similar damage, but if j.D is the move that wall splats, Kapel can be used instead. If Kapel whiffs, Millia can usually do a j.D after she recovers from Kapel. Bad Moon is only used if Millia wall splat with j.D and the opponent is too high for Kapel to hit. Unfortunately it is very difficult to wall break super mid-air as only the last hit of Winger (632146H) will wall break which will usually whiff on high wall splats.


Turning Ariel Wall Breaks into Ground Wall Breaks
Since Winger (632146H) can't be used mid-air anymore in Strive, being able to wall break super after an air combo becomes very difficult. If the opponent wall splats low enough to the ground then it is usually possible to do Turbo Fall (j.236K) into Winger, but relying on this isn't very effective. Instead, Millia can use airdash Kapel (j.236H) at the wall and if it doesn't wall break she can usually use a j.K or a j.H just before she hits the ground. If the j.K/j.H wall splats, then use winger. Otherwise, Millia can usually link into c.S relaunches for a ground combo instead. Using a c.S relaunches in general is also a good way to wall splat low to ground especially midscreen.


Avoiding Wall Break:
If Millia's positive bonus state feels so weak that it's undesirable, avoiding wall break might be a preferable playstyle. Although avoiding wall break will reduce damage per combo, it will actually increase the damage per interaction. If done correctly, Millia can loop oki until the opponent dies. The main difficulty with anti-wall break playstyles comes from mapping out oki and oki setups. This guide will mainly focus on the oki setup side of the playstyle.


Using Low Corner Carry Combos
When using c.S, gatling into 2H instead of 6H will reduce corner carry and sets up delay H Disc oki while also maintaining at least some damage. Millia can also gatling c.S into 2D which might be the only way to prevent the opponent from reaching the corner plus it's a meaty H Disc rather than a delay H Disc. Millia can also reduce corner carry with air combos by using air combo resets such as Kapel (j.236H) safe jump and c.S relaunch. Kapel (j.236H) safe jump is weight and starter specific not to mention it's also easy to fail and mess up. Meanwhile, c.S relaunches are much easier to do, but they might not be possible depending on weight and combo starter.


Opting for Side Swap Combos
Millia can also side swap her opponent which is a very direct and powerful method of avoiding wall break. Unfortunately Millia's main meterless side swap combos come from counter hitting with either c.S and 2H. Counter hitting isn't something Millia can do on purpose so it isn't a reliable method of side swapping. With meter, Millia can side swap with c.S blue RC, but whether spending 50 meter just to side swap is a very hard decision to make.


Warning: Allowing the opponent to tech the wall on purpose is never a good idea. Forward tech has insane invulnerability and will launch the opponent ridiculously far away especially with a high wall splat. Neutral tech keeps the opponent in place, but the opponent can attack immediately making it very dangerous. Back tech launches the opponent upwards extremely high and once they're at max height, they'll have all their air options making an escape inevitable.


Most of Millia's strategies for avoiding wall break mainly come from how she decides to mix her opponent rather than how she tries to route her combos. Using things like grabs, crossups, and wall slumps are much more effective than changing the way she does her combos.


In-Depth Guide to Air Combos

Air combos are a big defining feature of Millia's gameplay as they are the main type of combo that Millia will go for after a successful H Disc (236H) mixup. Millia players should consider two things before trying to go for an air combo: Is going for a ground combo better? What are the best normals to combo with? What should the air combo end with?


Converting into Air Combos vs Ground Combos
Air combos vs ground combos is similar to The Difference Between 6H vs 2H, but slightly less simple. Assuming Millia does a reset like Kapel (j.236H) safe jump or c.S relaunch, the air combo will almost always lead to better oki. Air combo starters will change 2H's launch properties making oki follow-ups weaker (not always just usually), so instead ground combos are only used for 6H loop combos. The exception is when the opponent isn't high enough to use a good Kapel safe jump setup, in which case the ground combo usually has better oki. Also if the opponent is in the corner and Millia can't side swap, then the difference in oki is negligible.


Comboing with j.K vs j.S vs j.H
Millia players has three main air normals she can use to combo into j.D. Knowing the difference between each one can help a Millia play map out they're own combo theory.



j.K: While it does have the lowest in damage, it's definitely the easiest one to use. Opting for j.K only will make air comboing easier, allowing beginner Millia players to focus more on other aspects of Millia rather than just combos. However, the move is still useful in high level play as some air combos will drop if Millia doesn't use j.K. It can be used for setting up Kapel safe jump 50/50s if the opponent is close.
j.S: Generally what most Millia players want to use. It's very easy to use and only needs to be swapped for j.K in very specific scenarios that are easy to learn. The damage is also decently higher than that of j.K depending on how many are used. It can be used for setting up Kapel safe jump 50/50s if the opponent is far away.
j.H: A much harder to use air combo tool. Midscreen it's an extremely character specific tool to combo with that can often times only be used once or twice, however, in the corner it's basically free extra damage. It can sometimes be combined with Kapel to allow for wall break super. The damage increase isn't too high when used midscreen, so learning how to use it outside of the corner isn't necessary.


How Weight Affects Air Combos
Gravity and weight can have a significant effect on how and what air combos Millia can do. As such, learning weights and how they affect Millia's combos is important for consistently doing air combos and air combo resets. The guide will assume medium is the default weight.


Weight Chart
Weight Characters Memorization Tip
Light  Baiken
 Bridget
 Giovanna
 I-No
 Jack-O
 May
 Millia Rage
 Ramlethal Valentine
Only female characters are light.
Medium  Anji Mito
 Axl Low
 Chipp Zanuff
 Faust
 Happy Chaos
 Ky Kiske
 Sin Kiske
 Sol Badguy
 Testament
 Zato-1
All non-big body non-female characters are medium.
Heavy  Bedman?
 Goldlewis Dickinson
 Nagoriyuki
 Leo Whitefang
 Nagoriyuki
 Potemkin
All big body male characters are Heavy, except for Leo because he's got them huge swords.


Effects of Light Weight
Light weight characters have a floating effect to them making them launch higher than normal. This is good because it means that almost every type of air combo Millia can do is possible on them, but it can potentially also be bad as sometimes they'll float so high that Millia's air normals will whiff. If Millia is prepared, she can prevent this by delaying the first air normal after the first inital jump that she does. This will usually prevent light characters from floating too high.


Effects of Heavy Weight
Heavy characters are the exact opposite as their weight allows them to resist getting launched higher in air combos. This is pretty much always bad as it limits Millia's air combo choices significantly. It's most notable for players who use c.S relaunches and Kapel (j.236H) safe jump as high weight usually makes these resets either difficult or impossible. Millia will also have to use j.K more than normal which reduces the damage of her air combos quite a bit.


Interesting Note: Most players are not aware or simply don't care, but characters will have variable wake-up timings after knockdowns based on their weight. Light characters wake-up the slowest because they take longer to reach the ground. Meanwhile, heavy characters wake-up the fastest because they fall very quickly in comparison. The difference is not huge as it's usually around a 1-4 frame difference, however, 1-4 frames is all that it takes to make a safe jump fail.


Bad Moon (j.236P), Kapel (j.236H) Safe Jump, and Close Slash (c.S) Relaunch
The most important part of any air combo is the type of knockdown Millia decides to end with. Millia can no longer hard KD off air combos, instead she uses soft KDs to get oki after air combos. There are three main types of air combo soft KDs: Bad Moon, Kapel safe jump, and Close Slash relaunches.


Bad Moon (j.236P)
Bad Moon gives the weakest okizeme follow-up out of all three air combo enders, however, it doesn't sacrifice damage like the other options do and is very consistent requiring no character specific combos. Midscreen, Bad Moon is completely useless since all it can do is meaty with f.S or 2D which aren't very good options. However in the corner, it can provide a somewhat decent mixup game if the Millia player is willing to take the risk. In terms of wall breaking, Bad Moon can be surprisingly inconsistent at actually making the opponent wall splat which is either a good thing or a bad thing depending on playstyle.


Close Slash (c.S) Relaunch
c.S relaunch can either be used as a combo ender or as a reset depending on playstyle. As an ender, c.S relaunch can be comboed into Iron Savior (214P) for either a hard knockdown oki follow up, or it can be used as an almost guaranteed wall break setup. As a reset, c.S relaunch can be jump canceled into double airdash for a 4-way mixup that can safe jump if done correctly (delay 2nd airdash for sameside). The main problem with c.S relaunch is that it will only work on some air combo starters and is especially difficult to do against heavy characters.


Kapel (j.236H) Safe Jump (WIP)
Kapel safe jump is purely used as a reset rather than a true combo ender like the other two options. Kapel safe jump sacrifices the most damage and is the hardest to learn due to it being weight and starter specific. However, it easily makes up for this by having the best overall oki out of all three options. Below are the two most common Kapel safe jump setups.


Name Combo
Falling j.K/j.S Kapel safe jump (optional starter) > j.S > j.D jc j.S delay j.K/j.S airdash j.236H
Turbo Fall Kapel safe jump (optional starter) > j.S > j.D jc j.S > (j.D) > j.236K (delay) j.236H


Falling j.K/j.S Kapel Safe Jump
Needs expanding


Turbo Fall Kapel Safe Jump
Needs expanding


Note: There are other set-ups, but they're even more inconsistent than these two.

The Problem with Red RC and Blue RC Combos

Unfortunately for Millia, extending combos with red RC and blue RC is almost always a terrible choice. Using RC spends a lot of meter and applies a hidden meter gain debuff that reduces tension gain by 90%. If Millia is to waste her meter on RC it must be worth it. RC combos are simply not worth the significant loss in meter.


Red RC
Red RC is the most common RC for combos, however for Millia players, it should generally be avoided. Millia's RRC combos build up a lot of burst for the opponent and will only add a little bit of extra damage. Using red RC for combos is only done when:
#1: It's the only way to finish off the last of the opponent's health (a stray hit that won't combo or the combo will end before the opponent is finished).
#2: It's a RRC mixup option select (i.e. up-drift RRC Bad Moon (j.236P) and RRC Iron Savior (214P))
#3: It's to setup a meaty H Disc (236H) oki (Septem Voices (236236S) and PRC H Disc are usually better).
#4: It's to burst bait without losing combo potential (viability of this technique is questionable).


Blue RC
Blue RC can also be used for combos, but unlike with red RC, it's a pretty bad combo tool for almost every character. Due to how difficult it is to setup a BRC mid-combo, most BRC combos only use it in the beginning of the combo. However, since BRC is only used in the beginning of most combos, the damage BRC combos do is almost identical to the non-BRC combos. Using blue RC for combos is only done when:
#1: It's the only way to finish off the last of the opponent's health (mainly just stray hits with j.H, less damage scaling compared to RRC).
#2: Blue RC can be used for side swapping which is useful for some playstyles.


If Millia is going to use meter to extend combos, then it should done exclusively through Septem Voices extensions. Millia's Septem Voices extensions combos do pretty good damage and have really good corner carry. The corner carry is important as wall breaking gives positive bonus which removes the meter gain debuff.

Winger (632146H) vs Septem Voices (236236S)

Aside from RC, Millia also has her supers, Septem Voices and Winger, which she can also use to increase damage or extend combos.


Septem Voices (236236S)
Septem Voices is super useful for combos thanks to it's good damage, range, and ability to extend combos. Almost every stray ground hit will combo into Septem Voices. Landing a Septem Voices on a grounded opponent will usually allow for an H Disc (236H) setup. However, an air-hit Septem Voices will allow Millia to extend her combos for even higher damage, or she can setup H Disc anyway and take advantage of the extra frame advantage to setup unique mixups. Combining Septem Voices with Mirazh (214K) cancelling will make it possible to do extensions even on ground hit or give even more frame advantage for H Disc mixups.


Winger (632146H)
Winger isn't nearly as useful for combos as Septem Voices is. It's short horizontal range makes it difficult to combo into, and it's lack of extension possibilities usually makes it a lower damaging choice despite Winger itself doing more damage. Winger is mainly used to break the wall for extra damage and to get the hard knockdown follow-up that wall break super gives. Winger can also be used mid-combo when combined with Mirazh (214K) cancelling to finish off the last of an opponents HP and deny the opponent the opportunity to burst.

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