GGACR/Millia Rage/Combos

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Millia Rage

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This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
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 a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
AB = A.B.A
AN = Anji Mito
AX = Axl Low
BA = Baiken
BR = Bridget
CH = Chipp Zanuff
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam Kuradoberi
JO = Johnny
JU = Justice
KL = Kliff Undersn
KY = Ky Kiske
MA = May
MI = Millia Rage
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
HOS= Order-Sol
TE = Testament
VE = Venom
ZA = Zappa


Combo Position Tension Gain Works on: Difficulty Notes
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combo transcript where Net Gain who Easy
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combo transcript where Net Gain who Very Hard

Combo List

Meterless No Relaunch

Lightweights: Bridget, Kliff, all female chars except ABA

stuff > 2H > j.KH > adc j.H > adc j.2H midscreen do neutral jump after 2H, in the corner jump forward
throw > dash 5K > j.PKH > adc j.H > adc j.2H -- dash as deep as possible
mixup (disc hits) > c.S(2) or 2P 5P > j.KH > adc j.H > adc j.2H -- again midscreen do neutral jump, corner jump fwd
corner stuff > 236S > j.KH > adc j.2H

Baiken, Bridget and Jam are slightly more floaty than the rest so usually you want to connect the j.K asap after rising from the ground to end up above them. Exception: Grounded 2H combos.

Everyone else except ED, KY, JO and RO:

stuff > 2H > j.SH > adc j.H > adc j.2H -- midscreen do neutral jump after 2H, in the corner jump forward
throw > dash f.S 2H > j.H > adc j.H > adc j.2H
mixup (disc hits) > f.S 2H or c.S(1) 2H > j.H > adc j.H > adc j.2H -- again midscreen do neutral jump, corner jump fwd
corner stuff > 236S > 5P > j.KH > adc j.H > adc j.2H

Johnny and Robo-Ky

stuff > 2H > delay j.SH > adc j.2H (j.236P) -- again midscreen do neutral jump, corner jump fwd
Throwcombo on Johnny: throw > dash f.S > j.KSH > adc slight delay j.2H
Throwcombo on Robo: throw > dash f.S 2H > j.KH > adc j.H > adc j.2H
mixup (disc hits) > c.S(2) 2H > asap 8j.H > adc j.2H > delay j.236P
corner stuff > 236S > 5PP > j.KH > adc j.2H > j.236P

Relaunch Combos

(Almost) universal relaunch combos + ad lib combo enders (requires pin or 25 tension):

Stuff > 2H > j.SH > adc j.2H > c.S(1) 2H > (j.S) j.H > adc j.2H > Ender
Throw > Dash f.S 2H > j.H > adc j.2H > c.S(1) 2H > (j.S) j.H > adc j.2H > Ender
Mixup (disc hits) > 5S 2H > j.H > adc j.2H > c.S(1) 2H > (j.S) j.H > adc j.2H > Ender
Random air to air confirm: j.KPPK > dj.KH > adc j.2H > Ender

Combo Theory

Millia's BnBs are all about getting corner carry and a 'good' knockdown that allows for disk mixups - damage almost always comes second (and routes "for damage" have different theory entirely, too).

Millia routing can involve a lot of improvisation due to height adjustments and last-second decision-making, so the intention of this short guide is to provide the ideas behind the basic tools you can use to get knockdowns.

For BnBs for each character, see the Blitz compilations at the end of the page.

Section 1. Grounded BNBs

On the ground, Millia gets a knockdown with 2D, and can close the gap to the opponent with a Roll > disk (214K > 236H) or a dash>disk (2366H or 66236H). On a portion of the cast, she can also cancel a 2D into Longinus(214S(0 or 1 hits) > 214D) to continue with an aerial combo, if done close enough to the corner so that Longinus wallsplats.

  • f.S > 5H > 2D is the go-to grounded combo, but it doesn't work in all of f.S's ranges.
  • f.S > Longinus allows for comboing out of a slightly bigger f.S range.
  • f.S > Emerald Rain (236236S) allows for comboing out of near-max range f.S, but it requires knowledge on the situations that allow for Emerald Rain to function properly (otherwise, the last hit whiffs, and the combo is lost).

Section 2. Meterless Aerial BNBs (Starting From The Ground)

Aerial combos are a little more involved. Our two primary knockdown tools are j.2H and Bad Moon (j.236P). The former is the 'better' one in terms of frame advantage (with a few exceptions on characters such as Ky and Eddie), but both require low heights to cause a knockdown. Millia's air combos, then, center around diminishing the opponent's height as much as possible, while simultaneously adjusting Millia's as needed.

Starting from the ground, after a few buttons/specials, aerial routes will usually have 3 steps (and may include rejumps, which are essentially repetitions of these three steps):

(1) The “launcher”:

The point where the opponent will be flung up (e.g. 2H, through c.S(1) > 2H) - or the point where the opponent will be hit while being high-up in the air (e.g. 5P/6P as anti-airs).

Some “launchers” are largely rejump-only:

  • c.S(1) - very useful in general, but has specific utility against featherweight characters, as detailed in “Rejump-only considerations” below.
  • 5K > 6P(1) - great for hits where the horizontal distance between Millia and the opponent is large, and especially useful against lightweights/featherweights.

(2) The “bridge”:

In-between the “launcher” and the “ender”, Millia has to adjust her height for the “ender” to work (usually this means getting closer to the opponent's height), while increasing the opponent's height as little as possible. What is used as “bridge” varies a lot with initial height difference, weight classes, and hurtboxes... but a few of the options are:

(a) j.K: [launcher] > j.K > [ender]. This is especially useful for low-weight opponents and for starters where Millia is significantly below the opponent (e.g. after anti-airs!), as it allows her to stabilize the opponent’s height quickly and start the ender as high as possible herself. It's also one of the only ways to combo off a 5P without counterhit. It won't, however, have enough hitstun to work late in the combo, during rejumps. Being a fast button, j.K can also be delayed (under high-hitstun launchers such as 2H), allowing it to be a very flexible bridge.

(b) j.K j.S: [launcher] > j.K j.S > [ender]. The extra button makes it so that Millia starts the ender at a low height (and also means the opponent will be positioned higher-up in the air), which makes this bridge useful against higher weight-classes and situations where the initial height difference is small (e.g. low-height anti-airs or a c.S(1) launcher, in rejumps).

(c) No buttons: [launcher] > [ender]. Shares the property of j.K in which Millia will start the ender very high in the air. However, the lack of a bridge means that at no point was the opponent’s height stabilized to guarantee it’s close to Millia's, so this will only work in high hits, most notably rejumps with 2H launcher.

(d) j.S: [starter] > j.S > [ender]. Exists as an In-between j.K and j.K j.S, so this is often useful against midweight characters. It also has utility in rejumps against featherweights (since j.K doesn't work on rejumps, this is the next best option!), after a c.S(1) launcher, to achieve low-height ender.

(3) The “ender”:

The point where we want to diminish the opponent’s height, usually in order to cause a knockdown. j.H, j.2H, and airdash cancels in-between are the primary form of doing that, so most of your enders will look like j.H > airdash forward > j.2H. On a portion of the cast and depending on the height, an extra j.H can be added to decrease the height further: j.H > airdash forward > j.H > airdash forward again > j.2H (> j.236P). If unsure whether j.2H will cause a knockdown, a low-height j.236P after the j.2H can be used to attempt to "improvise" a knockdown.

Aside from knockdowns, “enders” also lead to rejumps (which is to repeat this 3-step sequence, though this time ending on a knockdown). Rejumps are overall harder, but allow for extra corner carry and a little bit more damage. They can also be used to have better control over height management if the combo started in the air, as per Section 3.

Section 3. Aerial BnBs (Starting From The Air)

Most of Millia's routes that start in the air will begin with a j.P or j.K air-to-air hit. The goal, here, is to use gatlings and jump cancels to adjust height and connect a bridge from Section 2, in order to transition to an ender and diminish the opponent's height.

Millia has four primary tools for this purpose:

  • j.P gatlings into itself.
  • There's a mutual j.P <-> j.K gatling.
  • j.K has a jump cancel.
  • j.P gatlings into j.2H.

j.K is the highest-hitstun button between j.P and j.K, so most times you'll want to transition from a j.K into a bridge of either j.K or j.K j.S:

  • If Millia is below the opponent, a j.K > jump cancel allows for a j.K bridge: [j.Ps and j.K, ending on j.K > jump forward > j.K > [j.H > airdash forward > j.2H ender].
  • If Millia is near the same height as the opponent or very slightly below: the j.P self-gatling and the j.P <-> j.K mutual gatling can be used to create the situation above.

Alternatively, a j.K > jump cancel can be used can be used to create a j.K j.S bridge: [j.Ps and j.Ks] > jump forward > j.K j.S > [j.H > airdash forward > j.2H ender].

Most often, these enders won't cause knockdowns on their own because of the opponent's height, so Millia has to use resources to continue the combo and get a knockdown.

A notable exception to this is the j.P > j.2H gatling: unlike the other gatlings, it immediately decreases the opponent's height by going directly to j.2H. Therefore, at low heights, it's Millia's best bet to get to the ground and do a rejump as per Section 2.

Section 3.5. Converting from air hits using resources

During air combos, Millia can either use Pin (most notably the S version of Pin, jj.214S) or meter (through j.236D) to get high amounts of hitstun at will. This allows her time to get to the ground, and either use 6H, which causes knockdown, or rejump and continue combos. Both of these options allow her to create knockdowns in situations where they’d otherwise be impossible!

Both are done during the j.2H portion of the ender: Pin: using pin requires Millia to be near the same height as the opponent (or slightly above), after the j.2H. Usually can be followed by either a 6H or a rejump route that causes knockdown (though starting directly in the bridge, without the launcher). FB Disc (j.236D): using FB Disc requires Millia to be near the same height as the opponent or below them, after the j.2H. Allows plenty of time for rejumps or 6H. In the corner, the wallbounce also allows for an extra route: IAD backwards > j.D > 6H.

Both of these are malleable enough so as to not require a specific amount of hits from j.2H. For example, if you expect j.2H(1) to be enough for FB Disc to connect, or think the height difference is too big for more hits to be viable, you can do it immediately after j.2H(1)!

Video Examples

Playlist of Millia Combos by Blitz, ongoing updates Link

vdv reles' old playlist Link

Psyblade's combo tutorial Link


Millia Rage