GGST/Millia Rage/Combos

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Revision as of 03:55, 15 September 2021 by Matosh (talk | contribs) (→‎Air Combos)



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

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

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

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

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

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

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

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

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

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

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

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

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.

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