GGST/Millia Rage/Combos: Difference between revisions

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(Updated RRC's combo theory & minor formatting changes)
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| | 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}}).
| | 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}}).
|-
|-
| | 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.
| | 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 can use two {{clr|3|c.S}}es if the first {{clr|3|c.S}} hit's high enough. Can be {{clr|4|6H}} looped.
|-
|-
| | (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.
| | (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.
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| | (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.
| | (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.
|}
|}


==={{clr|4|Heavy Slash}} Combos===
==={{clr|4|Heavy Slash}} Combos===

Revision as of 05:55, 24 September 2021



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

  • 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 full health defense stat.
  • Meter is calculated via pixel counting (combo's with optional attacks will have an average unless difference is significant).
  • Combos that end with the super Septem Voices (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 (usually multiple starters).
  • 3K is functionally identical to 2K, but it prevents H Disc (236H) from being accidentally inputted when trying to do 2K > 6H

Beginner Combo List


Video Example
*Combo notation and variant type are on the top right


Some Important Notes
  1. In the event of a wall splat, use 2H/5H, 5[D], or Winger (632146H) and Septem Voices (236236S) to wall break.
  2. 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)
  3. While doing an air combo, if the opponent looks like they might drop out of the combo, swapping j.S for j.K usually prevents that from happening.
Combo Position Damage Tension Gain Works on: Difficulty Notes
Punch starters
AA 5P > 6H > 214P Anywhere 80 13,5% All [1] Very Easy Easy and safe anti-air that converts into hard knockdown.
CH 6P > 214P Anywhere 61 13,1% All [1] Very Easy Converts 6P into hard knockdown. Works on both ground-hit and air-hit.
Kick starters
(5K)xN > 2D Anywhere 43-62 7,9%-13,2% All [1] Very Easy You can use 1-3 5Ks, but it's generally preferred to use 2 for hit confirming. Use H disc (236H) if the 2D lands successfully.
2K > 2D Anywhere 36 7,9% All [1] Very Easy Millia's main low mixup and punish combo. Use H disc (236H) if the 2D lands successfully.
Slash starters
c.S > 6H/2H > 214P Anywhere 101-114 ~17% All [1] Very Easy Basic combo off c.S. 6H does more damage while 2H keeps them in the air longer and closer to make oki setups easier.
c.S > 2H > 236236S, dash > (delay) 2S > 2H > 214P Anywhere 194-200 -50%, 12% All [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 2S.
Air-hit c.S > jump cancel > [air combo] Anywhere (~161) (~21,8%) All [1] Very Easy Air-hit c.S will mainly come from successful H disc (236H) oki or anti-airing.
c.S > 2S > 5H > 214S Anywhere 112  22%  All [1] Very Easy Basic block string.
Heavy Slash starters
CH 2H > 214K (micro dash) c.S > jump cancel > [air combo] Away from corner (~180) (~29,7%) All [1] Very Easy Mainly used to punish DP or whiffed grab. Micro dash to side swap.
CH 2H > 214K (micro dash) c.S > 6H/2H > 214P Anywhere 135-145 ~25,1% All [1] Very Easy Grounded variant of previous.
CH 2H > 214K (micro dash) c.S > 6H/2H > (Delay) 236236S, dash 2S > 2H > 214P Anywhere 211-218 ~20,5% All [2] Easy Same as previous but does more damage at the cost of meter. Delay Septem Voices (236236S) if doing 2H route.
j.H land 2K > 2D Anywhere 64 9,3% All [1] Very Easy Millia's main jump-in. Use H disc (236H) if the 2D lands successfully.
Dust starters
6D/4D, RRC (micro dash) land c.S > jump cancel > [air combo] Anywhere (~112) (-50%, ~14%) All [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.
5[D]8 /\ j.H > j.D > j.H > j.D > j.H > j.D > D Anywhere 196 21,2% All [1] Very Easy Easiest homing dust combo in the game. Just two buttons, no jump cancel/airdash, simple and strong.
Air Combos
(optional starter) > j.S > j.D jump cancel j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~161 ~21,8% All [1] Very Easy Basic air combo. Damage and tension based on c.S starter.
(optional starter) > j.S > j.D airdash j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~161 ~21,8% All [1] Very Easy Use if opponent isn't high enough to jump cancel. Damage and tension based on c.S starter.


Full Combo List

  • Asterisk Note *1: Damage and tension assumes you used Iron Savior (214P) ender. Septem Voices (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.

Punch Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
AA 5P > 6H > 214P Anywhere 80 13,5% All [1] Very Easy This 5P anti-air does the least damage but is the most consistent and gives hard knockdown.
AA 5P, (micro dash) c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D > j.236P Anywhere 119 23,8% All [2] Easy Does more damage but soft knockdowns instead. Micro dash makes c.S more consistent but is not always required.
AA 5P, (micro dash) c.S > 6H/2H > 214P Anywhere 81-88 17,4%-17,8% All [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).
CH 6P > 214P Anywhere 61 13,1% All [1] Very Easy Works on both ground-hit and air-hit.
  • 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

Combo Position Damage Tension Gain Works on: Difficulty Notes
(5K)xN > 2D Anywhere 43-62 7,9%-13,2% All [1] Very Easy You can use up to three 5Ks but doing so will prevent you from doing cross-up H disc (236H). Instead, it's best to use two 5Ks for hit confirming and one 5K for setting up mixups.
(5K) > 2K > 2D Anywhere 36-51 7,9%-12,9% All [1] Very Easy Millia's main low mixup and punish combo. Adding 5K is mainly for turning the combo into a hit confirm or to push the opponent away to be safer on block. 2D is very unsafe on block so be careful when using this combo as a mixup.
  • If 2D lands, you should always follow it up with H Disc (236H)


Slash Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
(dash) c.S > [(2S) > 5H/2H] or [6H] > 214S Anywhere 108-114 16,2%-20% All [1] Very Easy The full c.S block string with alternate routes. Dash is required to do 2S > 2H route.
c.S > 2D Anywhere 56 9,8% All [1] Very Easy Generally not used on it's own, but it's used to hit confirm into 2D.
c.S > 6H > 214P Anywhere 114 17,4% All [1] Very Easy Basic combo off c.S hit.
(dash) c.S > (2S) > 2H > 214P/236236S [...] Anywhere 101-114 *1 16,8%-21,2% *1 All [1] Very Easy Alternate route with Septem Voices (236236S) extensions. Dash required for 2S.
dash c.S > 2H, micro dash 3K > 6H > 214P/236236S [...] Anywhere 141 *1 23,7% *1 All except NA, LE, PO, and GO [4] Hard Similar to previous but gives more meter and damage
(dash) c.S > 2H > 236S (micro dash) 3K/c.S > 6H/2H > 214P WS Corner 153-160 *2 28,4%-30,1% *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.
(dash) c.S > 2H > 214P (micro dash) 3K/c.S > 6H/2H > 214P WS Corner 149-154 *2 28,4%-29,7% *2 All [1] Very Easy Slightly less optimal corner combo, but some Millia players prefer it.
CH c.S(1) > 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 ~163  ~29,3%  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.
CH c.S(1) > 2H > 214K, c.S > 6H/2H > 214P/236236S [...] Anywhere 127-136 *1 ~24,9% *1  All [1] Very Easy Grounded variant of previous. Can be 6H looped.
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  ~22%  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).
AA (c.S)xN > 6H/2H > 214P/236236S [...] Anywhere 101-126 *1 17,6%-21,4% *1  All [1] Very Easy Grounded variant of previous. You can use two c.Ses if the first c.S hit's high enough. Can be 6H looped.
(CH) f.S > 5H > 214P Anywhere 93  19,7%  All [1] Very Easy Only use this combo to poke at f.S's mid-to-max range. When up close, 5K is a superior poke (faster and has mix-ups). At f.S's max range, counter hit is required for combo to work.
2S > 5H > 214S Anywhere 88 17% All [1] Very Easy Combo serves identical purpose to previous but doesn't whiff on low profiles at the cost of horizontal range. Delaying 5H let's you frame trap and counter hit confirm the next few combos.
CH 2S > 5H > 214P Anywhere 90 18,9% All [1] Very Easy If you hit with the tip of 2S then only this combo will work.
(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  ~29,3%  All [1] Very Easy Dash makes combo work from farther away.
(dash) CH 2S > 2H > 214K, c.S > 6H/2H > 214P/236236S [...] Anywhere 130-138 *1 26,6% *1 All [1] Very Easy Grounded variant of previous. Can be 6H looped.

Heavy Slash Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
CH 5H > 214K, (5K)xN > 2D Anywhere 87-98 18,3%-21,4% 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.
CH 5H > 214K, c.S > 6H > 214P/236236S Anywhere 142 *1 27,2% *1 All [1] Very Easy Use if you just want guaranteed damage instead of the risky but more rewarding H Disc (236H) damage.
CH 5H > 214K, c.S > 2H > 214P/236236S [...] Anywhere 132 *1 26,6% *1 All [1] Very Easy Variant that allows for Septem Voices (236236S) extensions
2H > (micro dash) 5K/3K > 6H > 214P Anywhere 130 18,9% All [2] Easy Millia must be close to opponent. It's unlikely you will land 2H raw, but rather, have 2H hit during a block string and not get a counter hit for better combos.
CH 2H > 214K (micro walk/dash) c.S jc (j.K/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 ~29,7% All [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).
CH 2H > 214K (micro walk/dash) c.S > 6H/2H > 214P/236236S [...] Anywhere 135-145 *1 ~25,1% *1 All [1] Very Easy Grounded variant of previous. Can be 6H looped.
CH 6H(1) (delay) j.236H land (micro dash) 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 ~156 ~29,4% All but IN [2] Easy Millia has to be at point blank range. Delay is optional, but it lets you hit confirm.
CH 6H(1) (delay) j.236H land (micro dash) c.S > 6H/2H > 214P/236236S [...] Anywhere 120-129 *1 25,1% *1 All but IN [1] Very Easy Grounded variant of previous. Can be 6H looped.
CH 6H(1) (delay) j.236K, (5K)xN > 2D Anywhere 63-74 13,1%-16,2% All [1] Very Easy Variant that works regardless of character or distance. It will also do more damage if you do a successful H Disc (236H) follow up.
CH 6H(1) (delay) j.236K, c.S > 6H > 214P/236236S Anywhere 118 *1 22,2% *1 All [1] Very Easy Variant that does guaranteed damage.
CH 6H(1) (delay) j.236K, c.S > 2H > 214P/236236S [...] Anywhere 108 *1 21,6% *1 All [1] Very Easy Variant that allows for Septem Voices (236236S) extensions.
  • All of Millia's HS attacks are only used for frame trapping or for punishing counter hit state attacks (i.e. DP, grab, and projectiles). As such, most of her HS combos reflect this.
  • 6H is unique as it can be used to frame trap and grab punish due to the first hit being considered air-borne.


Dust Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
(optional starter) > 2D > 236236S [...] Anywhere N/A N/A 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 septum voices extension you use, but you can expect ~160 damage raw and ~120 damage with a starter.
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 -50%, ~15,2% 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 less damage). You can micro dash to side swap and get closer to the wall.
5[D]8 /\ j.H > j.D > j.H > j.D > j.H > j.D > D Anywhere 196 21,2% All [1] Very Easy Two buttons, no jump cancel or airdash, simple and strong.
5[D]8 /\ j.H > j.S jc j.S > j.H > j.S > j.H > j.D > D Anywhere 198 22,2% All [2] Easy Cancel every move as soon as it hits otherwise the last j.H will drop.
  • Tips for how to use charged dust 5[D] can be found in combo theory.


Jump-in Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes
j.K/j.S/j.H land 5K/2K > 2D Anywhere 49-67 8,9%-9,3% All [1] Very Easy 5K is 1 frame slower than 2K, but it will hit confirms into pressure if blocked. H Disc (236H) is the preferred follow up if the combo lands successfully.
airdash (delay) (j.P)x2 land 2K > 2D Anywhere 52 9,8% All [2] Easy Allows you to double overhead without loosing the ability to link into 2K > 2D. Depending on height, after the airdash you may need to delay mashing j.P otherwise it won't link into 2K.
j.H land > (micro dash) c.S > 2D Anywhere 72 10,8% All [2] Easy Sacrifices the low from 2K in favor of a hit confirm which is useful since 2D is extremely punishable on-block. Micro dash window is small but it guarantees c.S will come out and not f.S.
j.H land > micro dash c.S > 6H/2H > 214P Anywhere 102-110 17,2%-17,8% All [4] Hard Variant that does guaranteed damage. It seems to not work if you airdashed before doing j.H.
CH j.S land > micro dash c.S > 6H/2H > 214P Anywhere 102-110 18,5%-19,1% All [2] Easy Simple counter hit j.S conversion.
j.H > j.236P (88)RRC land (micro dash) c.S jc j.S > j.D jc j.S delay j.S> j.D airdash j.S > j.D > j.236P (WS) (2H) Away from corner Min≈134, Max≈175 -50%, 10,6% All [1] Very Easy Up drift on RC is not required, however, if your opponent blocks Bad Moon (j.236P) up drift RC opens up mix-up opportunities. Micro dash to get closer to the wall or to side switch.


Special Move Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes
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 ~27,8% All [1] Very Easy Counter hit will most likely come from frame traps. Dash may be required but be sure to switch the first j.S with j.K.
CH 214P, (dash) c.S > 6H/2H > 214P/236236S [...] Anywhere 112-120 *1 ~24,1% *1 All [1] Very Easy Grounded variant of previous. Can be 6H looped.
(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 ~110-170 -50%, ~9%-18% All [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.
(optional starter) > 214P 66.RRC (dash) c.S > 6H/2H > 214P Away from corner ~115-180 -50%, ~9%-20% All [1] Very Easy Grounded variant of previous. Septem Voices extensions are possible but not worth it. Can only be 6H looped if Iron Savior (214P) was done raw.
tk.236P (88)RRC c.S jc j.S) > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~122 -50%, 7,7% All [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.
tk.236P (88)RRC (c.S)xN > 6H/2H > 214P Anywhere 91-118 ~7,7% All [2] Easy Grounded variant of previous. If enough delay in between, you can use two c.Ss. Can be 6H looped. Very unlikely you'll have meter to use Septem Voices, but you could if you did.
236H (whiff) > (FPRC) AA j.S land > (delay) dash c.S jc j.S) > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Away from corner ~127 7,3% All [1] Very Easy If you get counter hit j.S, omit the delay and go straight into dash c.S for more damage. To understand the point of this combo see H Disc Trapping.
236H (whiff) > (FPRC) AA j.S land > (delay) dash c.S > 6H/2H > 214P Anywhere ~100 -50%, 2,7%-5,2% All [1] Very Easy Grounded variant of previous. Can be 6H looped. Very unlikely you'll have meter to use Septem Voices, but you could if you did.
AA j.236H, j.K land (micro dash) c.S > 6H/2H >  214P/236236S [...] Anywhere ~98 *1 20,3%-21% *1 All [3] Medium on slow jumpers
[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 2H easier to land.
  • If doing a TK or Tiger Knee input is too hard, you can do [6H(1) > j.236P] instead.


6H Loops

Combo Position Damage Tension Gain Difficulty Notes
(optional starter) > air-hit 6H > 214P/214K [...] Corner 112 16,2% [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.
mandatory starter > air-hit 3K > 6H > 214P/214K [...] Corner 114 18,5% [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.
(optional starter) > air-hit (5K)xN > 6H > 214P/214K [...] Corner 112-114 18,5%-20% [1] Very Easy 1 frame slower than previous but much easier to use and has longest range. Using multiple 5Ks will reduce damage and make an extra loop impossible, but it will make the wall more likely to break.
(optional starter) > air-hit c.S > 6H > 214P/214K [...] Corner 120 20% [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 (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).
  • More in-depth explanation on 6H loops can be found in combo theory.


Septem Voices (236236S) Extensions

Combo Position Damage Tension Gain Difficulty Notes
(optional starter) > air-hit 236236S, dash 2S > 2H > 214P/236236S [...] Anywhere 194 11,6% [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).
(optional starter) > air-hit 236236S, dash c.S (delay) 2S > 2H > 214P/236236S [...] Anywhere 200 11,8% [3] Medium Similar to combo above but has a higher chance of wall break. Delay is based on opponent's height after c.S and their weight/size.
(optional starter) > air-hit 236236S, dash 3K > 6H > 214P/236236S [...] Anywhere 194 11,4% [3] Medium Fastest alternative but requires corner and is slightly harder to land due to 2K's hitbox.
(optional starter) > air-hit 236236S, dash (5K)xN > 6H > 214P/236236S [...] Corner 192-195 11,6% 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.
  • Damage and Meter Gain values assume you use [c.S > 2H] as your starter and Iron Savior (214P) as an ender.
  • [ Works on: ] section has been removed because it varies based on starter (PO, LE, NA, & GO usually drop on long starters)
  • More in-depth explanation on Septem Voices extensions can be found in combo theory


Air Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
(optional starter) > j.S > j.D jc j.S > j.D airdash > [ender] Anywhere ~140 ~22,8% All [1] Very Easy Basic air combo
(optional starter) > j.S > j.D airdash j.S > j.D airdash > [ender] Anywhere ~140 ~22,8% All [1] Very Easy Use if opponent isn't high enough to jump cancel
(optional starter) > j.S > j.D jc j.S1 delay j.S > j.D airdash > [ender] Anywhere ~140 ~22,8% All [2] Easy Air combo with the best corner carry, but only works on short starters. Swapping j.S1 with j.K is not recommended.
  • Damage and Meter assumes you use [236H, c.S] as your starter and [j.S > j.D delay 236P] as your ender.
  • j.S can be swapped for j.K for better consistency unless combo says otherwise.
  • More in-depth explanation on air combos can be found in combo theory.


Air Combo Enders

Combo Position Damage Tension Gain Works on: Difficulty Notes
air combo > j.S > j.D delay 236P Anywhere ~140 ~22,8% All [1] Very Easy Basic air combo ender. Avoid breaking the wall with this combo as the damage is suboptimal.
air combo > j.S > j.D WS (delay) j.236H WB Corner 173 22,4% All [1] Very Easy Optimal wall break route. Delay Kapel (236H) until Millia is close enough to hit.
air combo WS j.236H WB Corner 168 20,5% All [1] Very Easy Can be used as a panic option if wall broke early.
air combo > j.236H delay j.H WS 632146H WB Away from corner 197 -50%, 21,6% All [2] Easy Breaks wall low to ground so you can use Winger (632146H). Opponent must be very close to Millia, preferably above her. If wall broke after Kapel (236H), land and immediately [jump > j.D].
  • 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

Combo Position Damage Tension Gain Works on: Difficulty Notes
(optional starter) > (j.S1) > j.D jc > delay j.S2 delay j.S3 land c.S > 6H/2H > 214P/236236S Anywhere 138 *1 24,9% *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.
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 ~21,5% 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.
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 ~18% All [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.
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 ~22,4% All [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.
  • Damage and Meter from first combo assumes you use [236H, c.S] as your starter (no j.S1).
  • Swapping j.S for j.K is highly discouraged unless stated otherwise
  • More in-depth explanation on close slash relaunches can be found in 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.

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).


Using red RC mid-combo is only really justified if:

#1: It's the only way to finish off the last of the opponent's health.
#2: The red RC is to setup a meaty H Disc (236H) oki.
#3: It's to burst bait without loosing combo potential (viability of this technique is questionable).


Alternatively, Millia can use the meter to extend combos with Septem Voices extensions, or use the meter to make safe mix-ups like Up-drift RC Bad Moon (j.236P) or FRRC Iron Savior (214P).


How to use Dust (5D)


Standing dust, usually called 5D, is one of Millia's overhead attacks and is contender for one of her worst moves. This is because usually the best 5Ds 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 (2P/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.


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.


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, 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.


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:

  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 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)


The third scenario is during a delayed H Disc (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 j.K/j.H, then the delayed start up is actually beneficial because it leaves Millia plus enough to make 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).


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.


6H vs 2H


Many combos might show 6H and 2H as being interchangeable either by showing 6H/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.

6H will usually do more damage and bring the opponent closer to the wall. This property is very important as the main appeal of 6H is going to be 6H looping. It's possible to do a 6H loop up to 2 times, however, for most combo starters it can only usually be done once (or not at all). 6H loops can do a lot of damage especially from a counter hit 5H or 2H starter. Keep in mind however, that 6H loops build-up a lot of burst and tension for the opponent. It's best to only use 6H loops when starting from high damage starters like counter hit 5H or 2H. With low damage starters it's better to go for a knockdown into okizeme.


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


Air Combos and Close Slash Relaunches


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 (j.236P) oki which is not very good. Millia can circumvent this by going for Kapel (j.236H) safe jumps, but that would sacrifice damage doing so. Ground combos not only lead to the superior Iron Savior (214P) oki, but they also usually do more damage particularly with wall break and/or 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.


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 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 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.

Something else that's important to note is j.S/j.K swapping. It's generally preferable to do her air combos with j.S over 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 j.S to hit, so in such scenarios j.K is Millia's only option. Aside from the preventing the combo from dropping midway, it's also preferable since j.K has faster start up and launches the the opponent higher than j.S. This can be particularly useful for some air combo starters with tight windows or really low starting heights.


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 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 c.S for a soft knockdown 4-way mixup oki. To do this, simply jump cancel > instant airdash after c.S(2). After which air dash again for cross up or delay airdash for same side.


H Disc Trapping


H Disc (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 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 (236S) is randomly thrown into the mix making the opponent uncertain when to approach.


Septem Voices (One of The Best Supers)


Septem Voices (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 (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 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.

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 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 (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.


Winger (One of The Worst Supers)


Winger (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 (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 using Winger is going to be mainly wall breaking. Winger gives the most wall break damage out of all her moves and hard knockdowns the opponent giving Millia a +36 frame advantage. However, be careful as 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.

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