GGML/Millia/Combos

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< GGML‎ | Millia
 Millia
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.
, = 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
CC = Charge Cancel
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 you'll usually be using this to trade out of pressure you'll often have to cut the combo a little short due to Millia coming out of hitstun.

Infinites

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 Death ?? 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. Generally unless needed you want to walk with Millia's infinite rather than dash forward, as getting the 236R6 from 2H can be inconsistent on occasion.
5H > CC, c.S > 2H > CC... any Death ?? all Very Easy Confirm from Overhead
SxN, (dash) 2H > CC... any Death ?? all Easy Confirm from Lust Shaker.
236S > CC, (dash) 2H > CC... any Death ?? 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 Death ?? 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.

OTG infinites

These are only true on  Testament or AI-controlled opponents that never tech.

OTG infinites
Combo Position Damage Chaos Gain Works on: Difficulty Notes
623S xN Corner Death ?? all Very Easy Against Sol and Potemkin, you can pick them up laying flat on the ground in the OTG state for even more timing leniency. Like all OTG infinite combos, it needs to be dropped and restarted after the "DIZZY" text appears, otherwise the opponent can break out of it.

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