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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+D becomes 236D.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo 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. = Jump
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
[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.
AX = Axl Low
BA = Baiken
BH = Dr Baldhead
CH = Chipp Zanuff
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
PO = Potemkin
SO = Sol Badguy
TE = Testament
ZA = Zato-1

Combo Scaling

Hit Number 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
Damage 1x 0.87x 0.81x 0.68x 0.56x 0.50x 0.43x 0.37x 0.34x 0.31x 0.28x 0.25x 0.21x 0.18x 0.15x 0.12x

Combo List

Basic Combos

Combos that aren't infinites.

Basic Combos
Combo Position Damage Chaos Gain Works on: Difficulty Notes
(5P/2P/5K/2K) > c.S/2S > 623S any ?? ?? all Very Easy Simple conversion into a knockdown. When done from a distance, you'll want to do f.S straight into 623S.
(5P/2P/5K/2K) > c.S > SxN, (dash) anything any ?? ?? all Easy Slightly harder since you need to mash S, but once you land SxN it's plus enough to link into many normals, allowing for extensions or confirmations into an infinite.
S+HS > 9jc > delay j.S > j.H (1) > 9djc > j.K > j.S > j.H any ?? ?? all Easy Dust combo. Since Millia's dust is a mid you will barely ever have to do this combo but it's worth learning in the rare scenario it comes up.


The bread and butter combos of this game. This lists the main starters as well as the different infinites Millia can perform.

Infinite Combos
Combo Position Damage Chaos Gain Works on: Difficulty Notes
c.S/f.S/2S > 2H > CC, c.S/f.S/2S > 2H > CC... any ?? ?? all Very Easy Millia's CC infinite. Shorter ranged than other infinites so it might be mildly more challenging, but it's still pretty easy and consistent.
5H > CC, c.S > 2H > CC... any ?? ?? all Very Easy Confirm from Overhead
SxN, (dash) 2H > CC... any ?? ?? all Easy Confirm from Lust Shaker.
236S > CC, (dash) 2H > CC... any ?? ?? all Medium Confirm from Living Lancer. This is a fairly tight combo but it's a way to confirm from a relatively safe pressure ender/extender.
5H/2H > 214K > 2H > CC... any ?? ?? all Hard Confirm from roll. This is very tight, but it can bait guard cancels while also confirming into CC infinite. Also a way to confirm from long range 5H without dashing.