Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
- This list does not contain every single combo Millia can do. Instead it contains most of the ones that have real match usage.
- Currently, every damage value here has only been dealt to Ky.
- 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.
- 3K is functionally identical to 2K, but it prevents the common mistake of inputting H Disc (236H) instead of 6H
- Asterisk Note *1: Damage and tension assumes you used Iron Savior (214P) ender. Septem Voices (236236S) ender will do more damage (~20-40 more) at the cost of meter.
- Asterisk Note *2: More damage and tension can be gained from 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 combo 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 |
---|---|---|---|---|---|---|
(dash) (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). Use two or more hits of 5K to check if they're blocking, then use 2D only if they didn't block. |
(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. |
- If 2D hits, 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 | Basic block string. Dash is required to do 2S > 2H route. |
c.S > 6H > 214P | Anywhere | 114 | 17,4% | All | [1] Very Easy | If c.S hits, use this as a follow up. |
(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 2K > 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, 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 when 2H won't reach. Doing this combo on reaction is extremely difficult and not worth it usually. |
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. |
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 use two c.S in the beginning if you hit them high enough (delay 2nd c.S or you will gatling into f.S). Can be 6H looped. |
(CH) f.S > 5H > 214P | Anywhere | 93 | 19,7% | All | [1] Very Easy | Only use this combo at f.S's mid-to-max range because 5K is superior when up close (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 | Basic 2S block string. You could use 2H, but that likely means you're using 2S too close (5K is superior up close). 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 | Stronger punishes off counter hit like this make 2S better than f.S, but you do loose out on a bit of extra range. Dash makes combo almost work at 2S's max range. |
(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 | Micro walk/dash to side switch (walking doesn't make Millia slide but timing is 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. Does more damage than previous variant 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 during block strings. 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 |
---|---|---|---|---|---|---|
xx > 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 RRC, without it you do ~10 less damage. You can micro dash to side swap which is important because wall breaking will increase the damage potential. |
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. |
Jump-in Starters
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
j.K/j.S/j.H land 2K > 2D | Anywhere | 49-64 | 8,9%-9,3% | All | [1] Very Easy | j.P requires an airdash to work. H Disc (236H) is the preferred follow up if the combo lands successfully. |
j.K/j.S/j.H land 5K > 2D | Anywhere | 52-67 | 8,9%-9,3% | All | [1] Very Easy | 1 frame slower than previous but lets you hit confirm into 5K pressure when blocked. |
airdash (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, you may need to add a gap in-between the j.Ps or delay mashing the first j.P. |
j.H land > micro dash c.S > 6H/2H > 214P | Anywhere | 102-110 | 17,2%-17,8% | All | [3] Medium | j.H must be done very low to ground. Does more damage and hit confirms into c.S pressure if blocked, but it gives weaker okizeme on hit. |
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)RC 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 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 | Anywhere | ~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. |
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 | If doing a Tiger Knee input is too hard, you can do [6H(1) > j.236P] instead. 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. |
6H Loops
Combo | Position | Damage | Tension Gain | Difficulty | Notes |
---|---|---|---|---|---|
xx > air-hit 6H > 214P/214K [...] | Corner | 112 | 16,2% | [2] 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. |
xx > air-hit 3K > 6H > 214P/214K [...] | Corner | 114 | 18,5% | [2] Easy | Fastest starter that can tricky to hit due to 2K's low hitbox. Combo is impossible if you try to start it raw. |
xx > 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. |
xx > 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 in combo theory.
Septem Voices (236236S) Extensions
Combo | Position | Damage | Tension Gain | Difficulty | Notes |
---|---|---|---|---|---|
2S > 2H > 236236S, run 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). |
2S > 2H > 236236S, run c.S delay 2S > 2H > 214P/236236S [...] | Anywhere | 200 [With WB: +240] |
11,8% [With WB: 12%] |
[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. |
2S > 2H > 236236S, run 2K > 6H > 214P/236236S [...] | Corner | 194 [With WB: 237] |
11,4% [With WB: 11,8%] |
[3] Medium | Fastest alternative but requires corner and is slightly harder to land due to 2K's hitbox. |
2S > 2H > 236236S, run (5K)xN > 6H > 214P/236236S [...] | Corner | 192-195 [With WB: 230-236] |
11,6% [With WB: 11,8%] |
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 in combo theory
Air Combos
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|---|
j.236H > c.S > j.S > j.D jc j.S > j.D airdash > [ender] | Anywhere | ~140 | ~22,8% | All | [1] Very Easy | Basic air combo |
j.236H > c.S > 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 |
j.236H > c.S > j.S > j.D jc j.S 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 the second j.S with j.K is not recommended. |
j.236H > c.S > j.D jc > delay j.S delay j.S land c.S > 6H/2H > 214P/236236S [...] | midscreen | ~138 *1 | ~24,9% *1 | All | [3] Medium | Delay the first j.S for as long as you can (using j.D quickly allows for more delay), and use the second j.S as soon as you can. Useful for converting air combos into hard knockdown but only works when you can push them to the corner. Swapping any j.S with j.K is not recommended. |
AA CH j.S land > (dash) c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P | Anywhere | ~140 | ~22,4% | All | [1] Very Easy if falling j.S [4] Hard if rising j.S |
Combo is harder if Millia doesn't have forward momentum or isn't already falling. Dash can make combo more consistent but avoid doing so if rising j.S. |
AA CH j.S land > (dash) c.S > 6H/2H > 214P/236236S [...] | Anywhere | 102-108 *1 | ~18,7% *1 | All | [1] Very Easy if falling j.S [4] Hard if rising j.S |
Grounded variant of previous. Can be 6H looped. |
AA CH j.S airdash j.K land > c.S > 6H/2H > 214P/236236S [...] | Anywhere | 103-111 *1 | ~19% *1 | All | [2] Easy | Variant that makes follow ups easier if you did a rising j.S. Air combos are possible but they're inconsistent and usually end early. |
- Damage and Meter assumes you use [j.S > j.D delay 236P] as your ender.
- j.S can be swapped for j.K for better consistency unless combo says otherwise (only j.S can counter hit).
- 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 | Use only use if wall broke early. |
air combo > j.236H delay j.H WS 632146H WB | Away from corner | 197 | 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 [j.236H, c.S > j.S > j.D jc j.S delay j.S > j.D airdash] as your air combo.
Combo Theory
- Videos and images will be added soon to make this section more easier on the eyes to read, however, the focus right now is to at least have each section have 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 the case 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. Using RRC not only won't add much damage, but RRC actually increases the damage scaling even further. Millia's combos also tend to build-up a lot of burst meter, so you want to make each hit count. Otherwise you will get matches where people burst twice in a single round. Not to mention, Millia's meter build-up is one of the slowest in the game making meter a luxury. Using RRC is not only a low reward waste, but also detrimental due to RC penalty time (for about 4 seconds after RRC you won't gain meter unless you have positive bonus).
Instead it is best to use meter to extend combos with Septem Voices extensions, or you could use meter to make mix-ups safe 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 also one of her worst moves.
For starters, the move is very easy to spot due to it's extremely unique animation. The best 5Ds have animations that blend in with other attacks (like Ky's or Nagoriyuki's), but for Millia, dust literally just puts a crown on her head making it very obvious to spot. The second problem is that uncharged dust is completely useless for Millia. If uncharged dust is blocked, you get punished . If uncharged dust hits, you still get punished. This is because dust on-hit leaves you at 0 or neutral frame advantage. However, Millia has the slowest jab in the game (2P/2K with 6 frame start-up). Meaning any character with a move faster than that (basically most of the cast) will always hit you before you can hit them. Which actually forces Millia to only use charged dust, but charged dust is slower and therefore more reactable.
It's extremely hard to pull off a dust due to those reasons, however, the move isn't completely useless as here are a few examples of the move actually being useful:
The first scenario is 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 you are 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 during a delayed H Disc (236H) okizeme. Delayed H Disc okizeme is when you use H Disc after a knockdown, but H Disc takes too much to start-up giving your opponent a chance to jump out. You can set up a delayed H Disc okizeme after grab, Iron Savior in the corner, or air-hit 6H/2H in the corner. If you've condition your opponent not to jump out with j.K, then the delayed start up is actually beneficial because it makes you plus enough to make 5[D] safe. You should probably only do this in the corner though, due to the fact that H Disc will push your opponent away if they block it (it's still possible midscreen if really wanna use 5[D]).
These are not the only examples, merely the most common examples. 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 you pick has a large influence on what Millia can do afterwards.
6H will usually do more damage and bring them closer to wall. This is 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 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 keep the opponent closer which opens up better okizeme after knockdown. 2H can open up some unique okizeme options that only work with this move. For example, super jump into kapel allows for safe jump j.H. This is especially good against heavy weights with good reversals (i.e. LE, NA, & GO). If done correctly, this technique will side-swap on them without crossing-up. The lack of a cross-up means they can only reversal in a direction that Millia won't even be standing on. There are more okizeme techniques that are exclusive to 2H than just this one, this was more so an example. 2H will also usually (but not always) make Septem Voices extensions easier to do.
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 a fast purple RC j.S which will cause them to drop into the H Disc starting a combo. 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. 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. If Millia is random enough with her disc usage, the opponent might react too slow and she might not need to use FPRC.
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 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 get enough meter to yellow RC regardless of which super you choose then go for Winger.