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.
- 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
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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 |
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Sin |
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2
|
> 5K > j.K > IAD j.K delay j.PH => 5K [> JKSD > IAD JKPH |
Midscreen |
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Elphelt, Sol, Slayer |
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3
|
> 5K > j.K > IAD j.KSH => 5K [> j.PKSD > IAD j.(K)PH |
Midscreen |
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Potemkin |
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4
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> 5K > j.K > IAD j.KSH => c.S(2) [> j.KSD > IAD j.(K)PH > IAD j.(K)PH |
Midscreen |
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Axl |
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5
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> 5K > j.K > IAD j.KSH => c.S JI > 2H {> j.SD > IAD j.SH |
Midscreen |
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Millia |
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6
|
> j.KPK > IAD j.KSH => 5K [> j.KSD > IAD j.SH |
Midscreen |
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Faust |
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7
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> slide 5K [> j.K > IAD j.KPPH => 5K [> j.KSD > IAD j.(K)PH |
Midscreen |
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Leo |
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8
|
> slide 5K JI > 5K [> j.K > IAD j.KPH [need to confirm relaunch] |
Midscreen |
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Bedman |
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9
|
> slide 5K JI {> sj.K > IAD j.KPH [need to confirm relaunch] |
Midscreen |
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Ramlethal |
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10
|
> 5k > j.K > IAD j.K > j.P > j.H |
Midscreen |
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Elphelt, Axl, Sol, Faust, Potemkin, Slayer, Millia |
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11
|
> f.S > 236S > j.KSD > IAD j.KPH |
Corner |
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Sol, Axl, Millia, Potemkin |
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12
|
> slide 5K > f.S > 236S > 5P > j.KSD > IAD j.KPH |
Corner |
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Bedman |
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13
|
> RC > Activate IK > Microdash IK |
Midscreen |
Destroyed |
|
All |
|
Useful since Millia has relatively low damage output. Requires more that 50% tension.
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14
|
> 236236S > dash > 2H [> j.S > j.D > IAD j.S > j.H |
Corner |
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All |
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15
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> 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 |
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All |
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5P Starter
# |
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes
|
1
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> c.S/f.S > 5H > 2D |
Midscreen |
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All |
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2
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> j.K > j.D > IAD > j.S > j.H |
Midscreen |
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All |
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5K Starter
# |
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes
|
1
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> c.S/f.S > 5H > 2D |
Midscreen |
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All |
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2
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> j.K > j.D > IAD > j.S > j.H |
Midscreen |
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All |
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5D Starter
# |
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes
|
1
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> Homing jump > j.D > j.D > IAD > j.S > j.H |
Midscreen |
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All |
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2
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> Homing Dash > 6H > 236H , 5H > 214K > c.S > 2H > jc > j.D > IAD > j.S > j.H |
Corner |
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All |
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3
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> 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 |
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All |
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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.
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4
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> Homing Dash > 6H(2) > 236H > 5H > 214k > 2H(2) [> j.S > j.D > IAD j.S > j.H |
Corner |
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All |
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f.S Starter
# |
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes
|
1
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> 5H > RC > Dash > X |
Midscreen |
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All |
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Uses 50% Tension. X = Most other combos
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2
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> 5H > 236236S > 2H [> j.S > j.D > IAD j.S > j.H |
Corner |
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All |
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Uses 50% tension
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c.S Starter
# |
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes
|
1
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> 2H [> j.S > j.D > IAD j.S > j.H |
Midscreen |
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All |
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j.214S Starter
# |
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes
|
1
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> Airdash > j.K > j.S => c.S > 2H [> j.S > j.D > IAD > j.S > j.H |
Midscreen |
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All |
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J.214S must be used early in Millia's jump while rising
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2H Starter
# |
Combo |
Position |
Damage |
Tension Gain |
Works on: |
Difficulty |
Notes
|
1
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{> j.S > j.P > j.S > j.H(1) > j214S => j.K > j.S > j.D > IAD j.S > j.H |
Midscreen |
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All |
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Great corner carry with pin
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2
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> j.K > j.S > j.D > IAD j.S > j.H(1) > j.214A > RC > Activate IK > IK |
Corner |
Destroyed |
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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 |
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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 |
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??? |
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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
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.