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==Combos== | ==Combos== | ||
''tl;dr: it is highly beneficial for a Millia player to learn her combo theory, but'' '''[[GGReload/Millia Rage#BnB combos|if you just want basic combos go to the bottom of this section]]'''. | ''tl;dr: it is highly beneficial for a Millia player to learn her combo theory, but'' '''[[GGReload/Millia Rage#BnB combos|if you just want basic combos go to the bottom of this section]]'''. | ||
Revision as of 20:56, 8 June 2019
Millia Rage |
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Defense Modifier: x1.21 Guts Rating: 3 Weight: Light (x1.05) Stun Resistance: 55 Jump Startup: 3F Backdash Time: 11F / Invul: 1~5F Wake-Up (Face Up/Down): 36F / 34F
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Overview
- Millia is a very versatile character with arguably one of the best okizeme and mixups in the game with her Tandem Top and Secret Garden mixups.
She is the second fastest character in the game below Chipp, with 2 airdashes and a turbofall which allow her to alter her trajectory in the air quite easily. These options also make it difficult for the opponent to anti-air her. On top of that, she also has her staple projectile, Silent Force, which makes it difficult for her opponents to anti-air her or approach her. This projectile is what helps her get in and start her oppressive rushdown and keep the opponent guessing in neutral.
Despite being the second fastest character, she also has the second worst defense and will take heavy damage. She also lacks a reliable reversal out of pressure, so you will need to rely on Instant blocking, Dead Angle, or backdash to get out of pressure. You will need to move around constantly and avoid getting hit while fishing for hits to get a knockdown. You will need to be smart with your approaches, movement options and pin management, and rushdown with care.
Strengths and Weaknesses
Strengths | Weaknesses |
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Normals
Click [Expand] below a move preview to see the move's hitboxes.
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6K |
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6H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
Lust Shaker 214S, SxN |
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Tandem Top
Tandem Top 236S/H |
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Bad Moon j.236P |
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Turbo Fall j.236K |
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Forward Roll 214K |
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Iron Savior
Iron Savior 214P |
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Silent Force
Silent Force j.214S |
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Secret Garden 214H > Direction + H |
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Overdrives
Winger 2141236H |
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Emerald Rain 236236S |
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Instant Kill
Iron Maiden 236236H |
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Combos
tl;dr: it is highly beneficial for a Millia player to learn her combo theory, but if you just want basic combos go to the bottom of this section.
Theory & Application
Millia combos usually follow a set pattern. Combo into 2H somehow, and then air-combo into a knockdown and go for okizeme. Before we dissect her combos down to their constituent parts, let's see what a few extended combos would look like...
Example combos
- Midscreen vs. Ky
- 236H, 2S>2H IAD j.S>j.H(1), land, c.S(1)>2H sjc IAD j.S>j.H(2), land, c.S(1)>2H IAD j.H, land, 236H
That was a triple relaunch, ending in oki, and with plenty of tension gained in the process. Using IAD variations only means more damage.
- Midscreen vs. Ky
- 236H FRC, 5D /\ 8D>8D xx 236K, land, 2H IAD j.S>j.H(2), land, c.S(1)>2H sjc j.S>j.P>j.S>j.H(3), land, c.S(1)>2H sjc IAD j.S>j.H(1) xx j.214S, land, 6H -> 214H(2H 8H 2H 8H)
Dust launch into triple relaunch into j.214S, land, 6H knockdown for a Secret Garden setup.
- Corner vs. Jam
- 236H FRC, 6K (connects) xx 236S, c.S(1)>2H sjc IAD j.S>j.H(2), land, c.S(2)>2H IAD j.H(3), land, 5K>f.S>2H IAD j.H(3), land, 5K>f.S>2H IAD j.H(3), land, 236H
The lightweight IAD loop in the corner.
- Midscreen vs. Jam
- 6P>2H sjc j.S>j.P>j.S>j.H(3), land, c.S(1)>2H -> sjc j.S>j.P>j.P>j.H(3), land, c.S(1)>2H sjc j.S>j.P>j.P>j.H(3), land, 236H
Just a random combo off the ground.
- Mid-screen vs. Dizzy
- j.D(CH), land, dash 2H IAD j.S>j.H(2) xx 214S, land, 6H xx 236236S, retrieve pin, c.S(1)>2H IAD j.S>j.H(1) xx 214S, land, 6h xx 214H(2H 8H 2H 8H)
Counter hit to combo (this one will happen a lot), and then a double relaunch with a pin pick-up to 214S, land, 6H combo ender.
These combos are absolutely not necessary to learn to have a functional Millia, but showcase her very high combo potential. Study them for a bit as you'll surely find yourself eventually using bits and pieces of these in real matches.
Combo theory
Now it's time to learn what are all the different pieces that allow to string together combos such as these.
Air combo strings
- 2H sjc
- 2H sjc j.S>j.P>j.S>j.H
This is used for low launches, like on or near the ground, against lights and middleweights. It also deals the most damage.
- 2H sjc j.K>j.P>j.K>j.S>j.H
Same as above, but for heavier characters where a j.S>j.P>j.S would miss them.
- 2H sjc j.S>j.P>j.P>j.H
This one is for launches that occur slightly higher off the ground, such as off a successful disc mixup or IAD relaunch.
- 2H sjc j.K>j.S>j.H
For when your opponent was really high when you nailed them with a 2H.
In order to relaunch, you'll have to land earlier enough before your opponent does so that you can link into the relaunch. To do this, you'll have to adjust your combo on the fly. The variables are endless, but as a general rule of thumb in most cases and against most characters you'll have to delay the j.H a very tiny bit after the j.S, or delay the j.P instead if you're using the third string.
- Relaunches
- (5K>)c.S(1)>2H sjc
This is the most common relaunch, and the best one for mid-screen. The 5K is added depending on if the opponent isn't high enough for c.S to hit when you land.
- 5K>c.S(2) sjc
More lenient link and necessary for when 2H won't combo but less damage.
- j.214S, land, (dash) f.S>2H
Pretty much an easy mode relaunch for most characters after a sjc or IAD combo.
- (corner) j.214S, land, 6H xx 236S, c/f.S>2H
One of Millia's most damaging meterless relaunches.
- j,214S, land, 6H xx 236236S, dash c/f.S>2H
Good mid-screen damage for killing people. You need to do it quite low, and you need to wait for lighter character to fall a bit before you do the 6H. Use this explicitly for when it will kill, or in the corner for when you want to recover your pin in mid-combo for a Secret Garden setup. Also, you can tack on a 5K in case you need to, or take away the c/f.S if you don't need it.
BnB combos
After studying the combo theory above we can piece together some basic combos.
- Easy
- (any ground starter)>2H jc j.S>j.P>j.H
An extremely basic combo to ease yourself into Millia's execution requirements. After landing you'll be close enough to place a H disc on top of your opponent to start your mixup game.
- (any ground starter)>f.S>5H(1/2)>2D
For when you're too far to go into 2H. If possible, cancel 5H at the first hit so that you're closer to the opponent. After, buffer a H disc during a dash (this is called a dash disc, motion is 2366H) to start your okizeme.
- Medium
- (any ground starter)>2H sjc j.S>j.P>j.S>j.H
A ground launch 2H sjc combo that works on lights and middleweights. You can stop at the j.H or delay it a little to leave the opponent high enough to relaunch with c.S(1)>2H sjc j.S>j.P>j.P>j.H.
- (any ground starter)>2H sjc j.K>j.P>j.K>j.S>j.H
Same as above, but universal (including heavier characters). Does notably less damage.
If you don't feel confident in your ability to link into c.S for the relaunch, you can instead do j.H(2) xx j.214P, dash f.S>2H which is considerably easier to do.
- Hard
- (any ground starter)>2H IAD j.S>j.H(1/2), land, (5K>)c.S(1)>2H sjc j.S>j.P>j.P>j.H
IAD relaunch combo. After familiarising yourself with the character, you really want to learn this, as it does some hefty damage and corner carry.
The height your opponent will be left at after you land depends on the timing of the initial jump cancel after 2H, the airdash input, button press after dash input, and the j.H input after the initial button press, in addition to character specifics such as hurtboxes and weight. Based on this, you might need to relaunch with 5K if your opponent isn't high enough for c.S to link. Depending on the height you might also want to omit a j.P in the sjc combo.
Both the IAD j.S link and the c.S relaunch are very difficult on FA, you might want to consider sticking to a medium difficulty combo with him for consistency. Lights are also harder to combo from the IAD.
After a successful disc mixup into f.S>2H against Potemkin, follow up with an IAD combo rather than the usual sj j.S>j.P>j.P>j.H string, as it is inconsistent in this specific case.
6K
- (corner only) 6K xx 236S, f.S>2H sjc j.S>j.P>j.H
You'll land this often after pressure following a blocked disc mixup.
- (crouching only) 6K>5K
3f link, you can use this to sacrifice a little damage but be able to confirm into Emerald Rain off the overhead instead of just cancelling into it and betting on the opponent getting opened up.
- 6K xx 214P
A simple trick, combos on hit, can be FRC'd on block for safety. Any decent player will start fuzzy guarding this after seeing it once, but if used sparingly it can still catch the opponent off guard, and 214P FRC on block still allows you to keep the pressure going.
Throws
- dash f.S>2H
Millia's average ground combo throw. Works on most characters, but requires a quite difficult microdash in addition to the tight f.S link. Not really worth learning considering that not only do they do poor damage, you also get a really advantageous disc setup off throw anyway.
- dash 5K>f.S>2H
More lenient variation of the above, works on lights (except JA) and KY/JO (hard). Worth learning to tack on some damage on lighter characters.
- 2H
Works exclusively on FA AN ED PO, but is the most damaging throw combo Millia has, and is dirt easy compared to most of her other variations. You can also do an IAD followup.
Dust combos
- 5D /\ 8D>8D xx j.236K, land, c.S(1)>2H
The only "Impossible Dust" combo Millia really needs. For timing, you can replace the air dusts with air slashes, and it will work just as well. The great use for Millia's Dust is that it can be used to pick up a pin in mid-combo, since j.236K puts you on the ground in time to crouch to pick it up and continue the combo.
- (corner) 5D /\ FD, falling 5D, land, 6H xx 236S
The corner only variation, which does more damage.
Mixups
Millia's wakeup game is centered around placing a H Tandem Top (236H, from now on referred to as "disc") after a knockdown. Her primary ways to score a knockdown are by winning the footsies game by getting a clean hit into/with 2D, beating the opponent's air approach with j.PxN>j.H or CH j.D, etc. or by successfully getting a mixup in through pressure.
Pressure
This is a key component to Millia's gameplan, as she has a variety of ways to confuse and deceive the opponent thanks to her speed, frametraps, overheads, and especially her overwhelmingly powerful throw game. Her gatling options are limited though, and she has difficulty maintaining constant pressure, thus a Millia player must learn to maximise every given opportunity and squeeze every possible frame out of advantageous situations, in addition to learning to stay unpredictable in order to keep her rather basic tools effective. Her low overall health is another factor that makes it imperative that the player must learn to rushdown cautiously, choose their approach points with care, and always stay one step ahead of their opponent.
Not unlike her combo theory, Millia's pressure could be divided into a series of components that are to be mastered and used efficiently together in order to form a plan of approach. These opponents are her frametrap game, high/low game, and her all-important throw game.
- Throws and frametraps
Thanks to her high speed, a common situation you'll find yourself in is dashing in on your opponent and getting them to block a 2K. This move is one of the cornerstones of her pressure and is +1 on block, allowing you to chain it a couple of times or stagger it and (or) dash up and throw. Once your opponent starts recognising your pattern of 2K>throw, you can instead gatling that, or those, 2K's into 2D, which will frametrap and catch jumpouts and conveniently net you a knockdown as well. Another common string is 2K>5K>2K, as 5K is jump cancellable.
Some other interesting frametraps are:
- 2K>2S>2H>2D
Useful to catch your opponent trying to mash or jump out of your 2K pressure, and has 2 jump cancellable points.
- 2P>6P>6H
If the 6P catches the opponent mashing it'll stagger them and allow 6H to combo, netting you a free Secret Garden setup.
Another extremely useful tool is her roll (236K). The usefulness of this move will decrease as your opponents' skill level increases, as it is easily punishable, so one must learn to use it sporadically and unpredictably. The roll has tons of high invul frames and will go under a huge number of moves, allowing for tricky approaches; another use for it is to cancel it from a normal to get your opponent to block momentarily so you can throw them. Again, the effectiveness of this tactic depends entirely on your opponent's ability to react accordingly and punish this approach, so you'll spend lots of time learning how to master this move. A poor usage of this tactic that is common among newbies is to gatling all the way into 5H xx roll, as they fail to recognise that their approach failed during the gatling and try to desperately try to get one last, very easily punishable mixup in.
Rolling becomes more effective the more the opponent is on the defensive and unsure of what to do, so get creative and learn to recognise and abuse their tendencies. One such tactic is to recognise that your opponent is sleeping and sneak a 6K in at further range, which is a rather unusual usage of this move; hit or block, it will probably disrupt your opponent's mental stack as it wasn't expecting an overhead at that range, thus it is the perfect moment to cancel the 6K into roll to get a throw in during the brief moment of confusion. Again, this is just an example of the myriad of applications the roll has; like many of Millia's tools, you'll spend lots of time learning how to master this move.
Turbofall (j.236K) is not dissimilar in application to the roll, except it involves Millia coming down from the air at an angle. As such, it is similar in application; do it raw to catch an unaware opponent and throw, cancel something into it then land and throw, abuse occasions of frame advantage to minimise the danger of retaliation such as after throwing your pin, turbofall then throw, etc...
An additional application though is that turbofall allows for tricky crossups that are a bit harder to react to compared to rolling, as it enjoys a recovery of only 8 frames. In these occasions, try going for a reset into a combo instead. It is still fairly reactable though, so it goes with the usual warnings.
This section could go on forever, but in the name of keeping things concise, it stands to be reiterated yet again that Millia's tools have an incalculable number of applications. Learn your frame data, abuse your plus frames, go for silly and unexpected stuff, c.S xx 214S into dash up throw, c.S TK turbofall crossup throw, c.S xx 214P FRC throw, IAD j.K>j.P land throw... Millia rewards creativity, experimentation and dedication.
- High/low mixups
Millia has a few setups of this kind worth mentioning. Get your opponent to block a c.S (in the name of keeping things varied and letting your opponent know that throws aren't all you have, you could gatling into this from chained 2K's) then cancel it into TK Bad Moon (2369P, a.k.a. TKBM). This is a nigh unreactable overhead that nets you a knockdown, and works even better if you cancel it from the first hit of c.S, though harder to do.
Once your opponent catches on and blocks high or mashes, you have two options:
- 2S
This will beat both options, is jump cancellable allowing for more trickery (you're usually close enough for a TKBM to hit from there! And remember the jc empty Turbofall land throw talk from before?), and gatlings into 5H>2D.
- 214P
This is the ballsy one. Note that your opponent can beat both this and TKBM by airthrowing you. You're negative on block, but if you have meter to FRC then you're neutral on block instead and at range for another TKBM or a throw. The FRC point is what really ties this all together compared to 2S as it is sure to keep your opponent confused and scared.
You don't have to TKBM exclusively from c.S. Get your opponent to block low, possibly while keeping frame advantage, such as from, you guessed it, a 2K, then TKBM. It's risky but effective, and if you can learn how to FRC it you can at least minimise the punishment taken in case it gets blocked. Again, get creative, abuse plus frames, find places to sneak this 16f overhead at unexpected times, just like a throw.
Your other high option is 6K. This is not as versatile as TKBM, but it has its uses, and despite being a fair bit slower it'll still hit often if you're sneaky, and it's +3 on block which is actually pretty good. Usage of this normal is already mostly covered in the combos section. Nice to throw out every once in a while if your opponent is scared and standing still, and remember that it dodges lows for 20f.
Okizeme
Now that you've got your opponent on the ground, it's time to initiate your wakeup game, usually by placing a disc on top of them to cover your mixup, or after specific combos leading into Secret Garden setups.
H Tandem Top
After scoring a knockdown, place a disc on top of your opponent or dash disc (2366H) if they were not close to you when they got knocked down. When comboing into 2D, avoid cancelling it into 214K to set a disc, as it grants less frame advantage than doing dash disc except at tip 2D range. How much frame advantage you have will determine the kind of reward you will get out of your mixup and how safe/tricky your mixup options can be. Disc FRC is an excellent use of resources that allows you to make the most out of knockdown situations where a regular disc would've granted you poor mixup choices or even nothing at all.
High
- 6K
- TK Bad Moon (2369P)
- Iron Savior (214P) whiff FRC j.K
Low
- 2K
- 2S
- Iron Savior
Air blockstrings
These are done following a late air dash forward. Note that these will whiff if the opponent is crouching.
- j.K>j.P, land, throw
- j.K>j.S
Double overhead with good frame advantage on block.
- j.K, land, 2S/throw
Get your opponent used to the above, then mix them up with a low or a throw.
- j.S/2S
Very hard to fuzzy.
Crossups
Raw disc hit nets 50 damage which is the highest damage option that leads into a 2H relaunch combo.
- IAD (then ADB)
Leave about a character's width of space in between you and the opponent for the pickup.
- TK Turbo Fall (2369K), 2S
Needs you to be next to the opponent. Either gatling the 2S into 2H on hit or try another mixup on block like 214K or 2369P.
- Jump forward (9j), (delay) ADB
Needs you to be next to the opponent. Doing the ADB early will cross up again and leave you on the side you started on and allow for a f.S>2H relaunch, delaying it will make you collide with the opponent's back and not cross them up again.
- 9j, then at the top of jump arc 7j/8j
Needs you to be next to the opponent. Ambiguous cross up into another cross up or same side that will conveniently avoid certain overly horizontal reversals.
- 9j/7j, air FD, late ADF air blockstring
Jump forwards or backwards depending on your distance from the opponent. Simple anti-reversal setup that still allows for mixup pressure.
- 2K xx 214K
The good thing about this is that you can use it as a meaty but you're in a poor situation on block after roll recovery.
- IAD j.K
You need to be at a specific (but easy to recognise) range for this to work.
Secret Garden
Secret Garden is a "programmable" projectile that allows for very creative oki and pressure. During the startup of the move, input a direction + H up to four times and a sphere will spawn on top of Millia's head (active frame 1), first moving forwards, then moving according to the pattern you input.
Due to the slow startup, as far as okizeme usage goes, you'll mostly only be using this after the j.214S, 6H corner ender, or any 6H hit for that matter. 1646 pattern will keep cornered opponents in blockstun for a very long time allowing you to go for multiple mixups. A risky way to use it is to cancel into it from 2D midscreen (again, 1646 pattern) against characters with slow wakeup timings or poor ways to punish you; the idea is that they'll have the time to run into you and get a hit in, so they'll probably do that for the first couple of times, but they'll then be counterhit by the sphere, allowing you to combo off it.