GGXRD-R2/Millia Rage/Combos

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 Millia Rage


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
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Combo Theory Overview

Overview

Millia is one of, if not THE, most oki-centric characters in the game. Her damage output can leave something to be desired, unlike her okizeme, which is arguably the strongest in the game. As such, most of your combos will focus on securing this win condition instead of flat out damage, and only after that should they be focused on hitting harder. On the other hand, there's a lot of room for optimization, we'll get into that, but keep in mind the fact that your objective is to secure an advantage where you can apply your mixup, and snowball it into something stronger.

Main Ideas

There will generally be 2 types of combos that you'll go into from neutral; hitconfirms into 2D or 2H. 2D is a midranger knockdown tool that can let you go straight into okizeme, while 2H gets you great corner carry, higher damage, and stronger oki, while being harder to confirm into in many situations.

Midscreen

Millia will not always be able to convert hits into knockdowns, but when possible aim to end in either 2D on the ground or go into the air bnb using 2H as a launcher, and end in pin followed by a disc set. Anti airs and air to airs can also be converted into the air bnb. Low air dash air to air hits like j.H on a backdash can be converted by landing and picking up with 5K or just throwing pin for a knockdown. Far hits on crouching opponents can be converted with 5H > Roll Digitalis.

Off of midscreen oki, what you can get depends on the situation. Meaty normal > late disc hit or raw disc hits allow you to dash and follow up with a jump cancellable normal to go into the air bnb. Bad Moon > late disc hit will usually allow you to pick up with dash jump j.K or dash f.S 2H and go into the air bnb, or chase and set disc Haircar can't be converted off of midscreen unless they are close enough to the corner to wall bounce, in which case you can IAD j.K j.D and go into the air bnb. Otherwise, you can chase and get a late disc set.

Meaty disc blocked > mixup gives you no special conversion options.

Corner

In the corner, you gain additional combo starter options. High/low mixups can be converted into the air bnb without h-disc by cancelling into 236S and picking up with j.K, 5K, or f.S 2H. Additionally, you can now pick up off of low to the ground j.D hits. One practical application is converting mixup->late disc hit by doing IAD j.K j.D or even j.H j.D for more damage and different positioning.

The corner also gives you more options for enders off of the air bnb. after throwing pin you can choose to get a late disk instead of meaty disk by either doing immediate hair car or 5H shaker. you can also modify the roots after j.D to go either into bad moon knockdown to avoid using pin or secret garden for stronger okizeme. Finally, after throwing pin you can opt to pickup and rejump instead of setting disc, doing an air bnb but ending in bad moon to push more damage.

Meter Usage

The most common way to push damage with meter is to either RC a long range hit and go into the air bnb, or to follow an s-pin ender with Winger (632146H/D). Winger can be followed up with K normals and lust shaker for guts crush, or IK if the conditions are met. You can also use meter to convert into more stable enders such as digitalis rc secret garden in the corner, or bad moon rc mass shaker when you don't have pin.

Basic Combos

Ground Button > 2DBasic combo into disc oki.
Easy

Ground normals > c.S/5H > 2D > 2366H / 214K 236H
This is the basic combo you'll be getting in most footsies situations. Note that c.S) and 5H) are her only moves that gatling into sweep, so you will have to gatling into those from other starters.

Dash disc gives the best frame advantage, while roll is easier to do and can pick up the pin if it's in an awkward spot

5H > Roll > DigitalisCrouching only, convert max range normals into a knockdown
Easy

... > 5H > 214K ~ H
Useful for converting max range normals on crouching opponents, or 6k via 5k f.s mid screen.

Double air dash is a safe jump, must do iad j.p air dash or manually delay on slow wakeup timings.

The pin lets you get a mixup, bait blitz, and automatically catch backdashes.

Air BNB with Pin EnderCorner carry and meaty disc setup using s-pin.
Medium

(Launcher) > Air Normals > j.D > IAD j.H > 214S
This is the most common route you'll do in matches midscreen. Grounded opponents can be launched with 2h, s-disc, or h-disc. Will also be your go to combo off of anti airs.

Every air normal but j.P combos into j.D, j.K drops at high proration

The general structure is flexible and works on every character, however s-pin can whiff depending on their height. If they are too high, do iad slower after j.D to get more height, press less buttons before j.d to lift them, or use h-pin (although this will give worse oki).

Air j.D strings loosely ordered from least to most lift: j.D, j.KD, j.PKD, j.HD, j.PHD, j.KPHD, j.SD, j.PSD, j.KSD.

It's common to drop after j.D by trying to do the IAD too fast, it both has very long hitstop and a lot of untech time to combo off of so you don't need to rush.

Without pin midscreen you can cancel j.H into j.D, Bad Moon (j236P), or Turbo Fall (j236K) and play the following air tech situation.

Core Combos

Standard combos most Millia players will use in an average match.

Midscreen H Disc PickupsCombo options off of H Disc's launch.
Medium

Meaty > Disc hits > 66 > (f.S 2H / j.9 j.K) > Air BNB
Common conversion after late disc mixups, you can chase after disc hit to convert into a bnb after normals or Bad Moon.

Bad Moon requires either dash j.k or dash f.s 2H to pick up, haircar will not lead to a combo (but you can still just run and set disc).

Corner Specific H Disc PickupsAdditional combo options for converting H disc in the corner.
Medium

Meaty > Disc hits > (IAD j.K/j.H j.D) > Air BNB
You aren't required to chase after corner disc hits, meaning you can even convert off of haircar.

If you are in or near the corner you can convert h-disc hits with IAD j.K or even j.H for a full combo. This is also useful when you're not entirely in the corner because otherwise the wall hit may cause them to check out before you can reach them.

Corner S Disc PickupsUse s-disc to launch opponents in the corner when 2H won't reach.
Medium

Mixup > 236S > j.9 j.K / 5K / f.S 2H > Air BNB
In the corner the wall allows you to use s-disc as a launcher at ranges where 2H would not reach.

This will commonly be done after meaty disc (blocked) > air dash high/low or 6K for a reversal safe mixup.

Other Useful Combos

Advanced Okizeme Enders

Bad Moon KnockdownAir knockdown in the corner without using pin.
Hard


Launcher > ... > j.D > dj9 / IAD > Bad Moon (j.236P)
Bad moon changes its properties at double jump height sending the opponent down faster, allowing it to knockdown from certain combos in the corner.

Exact routing changes based on character hurtboxes, weight, and the launcher used, but generally you want to try to get above and pretty close to your opponent.

Adding or removing normals, and delaying or IADing before Bad Moon can be used to adjust the combo. Over time you'll start to get more comfortable with recognizing where you want to be relative to your opponent when the Bad Moon hits.

Secret Garden RoutingAim for maximum frame advantage in the corner to set up garden
Medium


Launcher > ... > j.D > (delay) > dj9 > j.PKS / j.SH / j.KSH > j.214S > 214H
Garden allows for strong layered oki vs. characters with reversals or dead angle.

The general things you are aiming for with garden routing is maximum frame advantage, and moderate distance from your opponent to keep it throw safe and easily pick up pin afterwards.

The way to accomplish this is by getting them just slightly above and a moderate distance from you on your double jump string so that you just barely clip their hurtbox with pin.

Like Bad Moon KD this is fairly character specific.

Relevant Counterhit Confirms

6H ConversionCounter 6H launches allowing for additional follow ups
Medium


CH 6H > IAD j.H / j.HD (corner) / j.KD (corner) > Air BNB
Common situation when used as a frametrap after 2P/5K or as a space control tool.

For the midscreen route delay the j.H to make it easier to follow up.

Max Range 5P CounterhitConvert max range anti-air 5p with iad.
Medium


CH 5P > IAD > j.P > j.H > j.214H (> Air Dash > j.K > j.D > Air BNB > Bad Moon Ender)
Convert off of max range 5P anti airs with IAD when jump cancel isn't an option.

You can end after pin for oki if you don't feel comfortable with bad moon kd.


Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.
  • AllInDavai did everything for Millia's subforum
____ starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
Throw Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > 5P JI {> j.K > IAD j.KSH => 5K [> j.SD > IAD j.KPH Midscreen Sin
2 > 5K > j.K > IAD j.K delay j.PH => 5K [> JKSD > IAD JKPH Midscreen Elphelt, Sol, Slayer
3 > 5K > j.K > IAD j.KSH => 5K [> j.PKSD > IAD j.(K)PH Midscreen Potemkin
4 > 5K > j.K > IAD j.KSH => c.S(2) [> j.KSD > IAD j.(K)PH > IAD j.(K)PH Midscreen Axl
5 > 5K > j.K > IAD j.KSH => c.S JI > 2H {> j.SD > IAD j.SH Midscreen Millia
6 > j.KPK > IAD j.KSH => 5K [> j.KSD > IAD j.SH Midscreen Faust
7 > slide 5K [> j.K > IAD j.KPPH => 5K [> j.KSD > IAD j.(K)PH Midscreen Leo
8 > slide 5K JI > 5K [> j.K > IAD j.KPH [need to confirm relaunch] Midscreen Bedman
9 > slide 5K JI {> sj.K > IAD j.KPH [need to confirm relaunch] Midscreen Ramlethal
10 > 5k > j.K > IAD j.K > j.P > j.H Midscreen Elphelt, Axl, Sol, Faust, Potemkin, Slayer, Millia
11 > f.S > 236S > j.KSD > IAD j.KPH Corner Sol, Axl, Millia, Potemkin
12 > slide 5K > f.S > 236S > 5P > j.KSD > IAD j.KPH Corner Bedman
13 > RC > Activate IK > Microdash IK Midscreen Destroyed All Useful since Millia has relatively low damage output. Requires more that 50% tension.
14 > 236236S > dash > 2H [> j.S > j.D > IAD j.S > j.H Corner All
15 > 5K [> j.K > IAD > j.K > j.P > j.H(1) > 236K => c.S > 2H > j.S > j.D > IAD j.S > j.H Midscreen 101 All
5P Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > c.S/f.S > 5H > 2D Midscreen All
2 > j.K > j.D > IAD > j.S > j.H Midscreen All
5K Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > c.S/f.S > 5H > 2D Midscreen All
2 > j.K > j.D > IAD > j.S > j.H Midscreen All
5D Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > Homing jump > j.D > j.D > IAD > j.S > j.H Midscreen All
2 > Homing Dash > 6H > 236H , 5H > 214K > c.S > 2H > jc > j.D > IAD > j.S > j.H Corner All
3 > Homing jump > j.K > j.D > IAD j.K > j.H(3) > RC => Dash [> j.K > j.S > j.D > IAD > j.S > j.H((1) > j.214S > RC > Activate IK > IK) Midscreen XXX-Destroyed All You'll have to sacrifice some life to preform the IK, and you need to be pretty far away from the corner. Really cool though.
4 > Homing Dash > 6H(2) > 236H > 5H > 214k > 2H(2) [> j.S > j.D > IAD j.S > j.H Corner All
f.S Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > 5H > RC > Dash > X Midscreen All Uses 50% Tension. X = Most other combos
2 > 5H > 236236S > 2H [> j.S > j.D > IAD j.S > j.H Corner All Uses 50% tension
c.S Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > 2H [> j.S > j.D > IAD j.S > j.H Midscreen All
j.214S Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > Airdash > j.K > j.S => c.S > 2H [> j.S > j.D > IAD > j.S > j.H Midscreen All J.214S must be used early in Millia's jump while rising
2H Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 {> j.S > j.P > j.S > j.H(1) > j214S => j.K > j.S > j.D > IAD j.S > j.H Midscreen All Great corner carry with pin
2 > j.K > j.S > j.D > IAD j.S > j.H(1) > j.214A > RC > Activate IK > IK Corner Destroyed All Good for finishing off opponents in certain cases, as Millia typically has trouble with that.
3 > j.K > j.S > j.D > IAD > j.S > j.H > j.214S > RC > Activate IK > 236236H Anywhere Destroyed All Requires 100% tension
2D Starter
# Combo Position Damage Tension Gain Works on: Difficulty Notes
1 > 236S > 5K [> j.K > j.S > j.D > IAD j.S > j.H(2) > 214S => 2H [> j.S > j.D > IAD j.S > j.H Corner ???

TO BE TRANSLATED:

Anywhere on screen

- TK Bad Moon > IK Activate > IK

- Grab > dash > IK Activate > IK

- 2K > c.S > 2H > jc > j.S > Bad Moon > IK Activate > IK

Corner only:

- Iron Savior(any distance) > IAD > j.S > Bad Moon > IK Activate > IK

- 2K > c.S > HS(1 hit) > Iron Savior > IAD > j.S > Bad Moon > IK Activate > IK

- 6K > Iron Savior > IAD > j.S > Bad Moon > IK Activate > IK

- j.S > Bad Moon > IK Activate > IK


THROW: > 5K [> j.K > IAD j.K (delayed) j.P > j.H(1) > 236k => [Sc[?] 2H [> j.S > j.D > IAD j.S > j.H] or [5.K [> j.K > j.S > j.D > IAD j.S > j.H]

THROW > RC > dash 236H > 6H(1) > 214K(roll; switches sides), dash 2H [> (j.S) > j.D > IAD j.S > j.H -dash236H input = 236,6H. Also, the dash 2H can do funny things, resulting in doing it facing the opposite side, but still end up on the correct side when you do jump S/D afterwards.

axl only: THROW, > 5K [> j.K > IAD j.K j.S (super delayed) j.H(1) => Sc-2H [> j.D > IAD j.S > j.H > 236K

Sc[?] 2H > JC, jD > IADC, (slightly delayed)djS-(delayed)djP-djH(1), land, Sc-2H > JC, jS-jD > IADC, djS-djH [???] [wtf is Sc-2H?]

214P {disc hit} 6H(1)(L) 9j.214S j.D (hold 4) 2H {picks up pin} j.D ADC j.S j.H(2) pin land dash 6H(2) secret garden

2H j.S j.D IAD j.S j.H(1)(L) pin land IAD j.S j.D land 2H {picks up pin} j.D IAD j.S j.H(2) pin 2H > JC jD > IAD jS (L)jH > j214S, land, IAD jS jD, land, pick up pin, 6H > JC jD > IAD jS (L)jH > j214S, land, 6H > JC jS jD > IAD jS jH

Corner low air dash j.S land S -> 236S, winger, land, 6H(1) -> j.214S, falling j.D, land, 2H -> j.S-D iadS-H

vs bedman/slayer/faust in the corner: 5K -> SJC, sj.K -> 214S, falling sj.D, (pickup pin)2H -> JC, j.D -> IADC, dj.S-H(2) -> 214S, land, 214H.

dustloop off prorated 236s starter at corner from 6K/2S/5S/etc: j.k j.214s delay j.D dj.D j.D land j.S j.D IADC j.S/P j.D works on faust pot and axl pot requires 5k before the j.K can also confirm works on slayer too, however the spacing requires that the jump cancel be 8 and not 9

Combo Theory (Rev 1)

Millia combos will follow a standard template of: Ground Filler > Launcher > Air Filler > Air Ender > Okizeme > Mixup. There are many ways the specifics of each section can be adjusted based on your height and your opponent's weight.

Ground Filler: Chained normals or Roman Cancels into 2H, or chains into cancelable normals in the corner. Examples: 2K c.S(1) 2H (Universal), 6K or 2K 2S x 236S (Corner)

Launcher (Grounded): Millia's best options come from air combos which requires her to combo into a launcher. The most typical ways to launch the opponent are chaining normals into 2H or canceling into 236S in the corner. Canceling into 236S will then require a quick normal to catch the wallbounce and convert. Examples:

  • 2K > 2S > 2H > Jump cancel
  • (Corner) 2S > 236S > 5P > Jump cancel > j.K

Launcher (Airborne): Against targets that are already airborne, Millia's jump-cancelable normals can be used as launchers. Some can be strung together, like 5K c.S(1) or c.S(1) 2H. Examples: 5K, 5P, c.S, 2H, 6H(1)

Air Filler: For damage and better setups for her enders, Millia wants to include air normals during her first jump. Chain into j.D and then jump cancel IAD into her ender. What comes before j.D is going to depend on your height and what your launcher was. Examples: (j.K) > j.S > j.D (j.K required for following up from a 5K or 5P launcher)

Air Ender: After a double jump and IAD, Millia wants to chain into j.H, preferably with as many hits as possible to maximize frame advantage on her knockdown. Examples: j.P > j.H (Safest, worst knockdown) j.K > j.P > j.H (Safe, good knockdown) j.S > j.H (Best damage, good knockdown, less reliable)

Okizeme: After a knockdown, Millia has many options to continue pressure on her opponents. Examples: 236H, 214H

Mixup: 236H and 214H will give Millia cover to perform a mixup on an opponent. They will also help Millia convert mixups into full combos. Examples: 2369P, 214P, 2D, 2S, 6K


Putting it all together:

Midscreen Launcherless BNB: 2K c.S(1) 5H(1) 2D x 214K > 236H > 2369P

Midscreen BNB: 2K c.S(1) 2H j.S > j.D dj.IAD j.S > j.H > 236H > 2369P

Corner BNB: 2K c.S(1) x 236S > 5K j.K > j.S > j.D dj.IAD j.S > j.H > 236H > 2369P


Advanced Applications

Jump Install: By using Jump Install, Millia has another option to leverage in doing combos, in that she can super jump after launchers and still complete her traditional air enders.


Relaunches: If Millia reaches the ground before her target, sometimes she can relaunch the target. She can also cancel j.H into j.214S to relaunch. Depending on the length of the preceding combo, certain filler strings won't work or will need to be abbreviated. For example, sometimes your first j.S won't reach the target, using 5K j.K will black beat, or j.H won't hit cleanly. In these cases, you need to omit normals, like going straight for j.D, or using 2H into j.S, or canceling j.H into Turbofall early.

Instant Kill Enders: When meeting enhanced Instant Kill startup conditions, Millia has the ability to end her combos in IK. The easiest way to integrate Insant Kills into Millia combos is with 100 meter, by ending an air combo with j.H x j.214S > Winger > Activate > IK. Millia can combo into IK just by ending an air combo with j.214S > Activate > IK but the spacing is character weight specific.

Guts Enders: After getting a knockdown, Millia can run up and OTG with 2K and follow up with 5K 5K 5K... etc. The number of followup hits you get depends on how high combo scaling is. Off a raw j.236P you should be able to get 5-7 extra hits, but after a full air combo only 4-5 or after a full air combo with a relaunch only 2-3. For an easy ender Millia can go straight into OTG 2S 5H(2). At most spacings you can also tag f.S at the end of your 5K string for one additional hit, assuming your opponent does not tech immediately.

Burst Safety: Certain parts of Millia combos are burst-safe, or can be made to be burst-safe. It's important to understand the critical points in Millia combos if an opponent betrays their intentions or exhibits particular tendencies. Millia has many "structurally burst-safe" points in her combo, in addition to mechanical points of her combos where she can make a 'read' to bait a burst. Let's discuss these points separately. If you start with the basic BNB, many players' first reactions are to burst the ground chain before the launcher. Millia can easily react to the burst meter depletion (which happens before the animation) or rising animation of her opponent during c.S due to its two-hit nature. If Millia sees a burst here, she can jump cancel and (typically) instant block the burst, leaving her in a strong position to punish. As such, it's generally beneficial to let both hits of c.S connect when considering an opponent's burst, when doing so won't push them out of range of your intended followup. As a side note, if you're concerned about burst and would rather deal with it in a different situation, it's also possible to instead adjust your combo route to include 5H > 2D, gaining some space space and forcing your opponent to alter their expectations of your play. 2H is generally burst-able, although it's still not recommended. You will probably not be able to react to a burst before you've already committed to whatever followup you have next. However, if you include a jump install and super jump after 2H, bursts will whiff, preventing the partial burst regeneration from landing a successful burst. It's possible to do a falling j.D to get some damage for your effort. Next, during certain combo strings Millia can jump backwards when doing the first part of her air filler, sometimes causing bursts to whiff. Finally, during j.H, Millia can not be bursted. She will simply go under her opponent. Other places to consider: it's easy for opponents to be too trigger-happy and will burst after 236S confirms in the corner, before Millia picks her launcher. In general but especially here, try to hold back in the stick when it's not necessary to be doing a specific motion to avoid getting hit by these bursts. Millia also has some advanced applications with jump install combo routes being partially burst safe, but they're highly character specific. In general, Millia can convert any of her jump cancelable normals or air normals into burst baits, but with the exception of the above cannot also be used to continue a combo. Finally, OTG bursts are generally effective against Millia. An opponent can simply wait for her to start 236H, then burst. They can be air thrown, but the combo scaling will still be at maximum, and she will not get her normal knockdown for the throw. Millia can at least force a whiffed burst by backdashing before placing disc, with the cost of forfeiting frame advantage unless she spends meter for YRC. Depending on timing, an opponent can intentionally burst into the disc to remove it from the screen, and Millia cannot follow up from it.

Burst safety cliffnotes:

c.S(1), burst-safe on reaction. Jump-cancel and punish.

c.S(2), burst-safe on reaction. Jump-cancel and punish.

2H, burst safe on superjump. Jump-install to get a full combo if no burst, can punish with falling j.D.

j.S, situationally burst safe (backwards jump). Burst whiffs. Possible dash-in punish?

dj.S, situationally burst safe (attack opponent from a low angle). Burst whiffs.

dj.H, completely burst safe. Millia simply goes under her opponent. Burst whiffs.

Video Examples

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