GGReload/Millia Rage/Combos

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Combo Notation Guide Character 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+GGD.png becomes 236D.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
= After landing.
j = Jump
sj = Super Jump
IAD = Instant Air Dash
CH = Counter Hit
(JC) = Jump Cancel
(SJC) = Super Jump Cancel
(JI) = Jump Install
(RC) = Roman Cancel
(FRC) = Force Roman Cancel
[ ] = Hold input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.
AN = Anji
AX = Axl
BA = Baiken
BR = Bridget
CH = Chipp
DI = Dizzy
ED = Eddie
FA = Faust
IN = I-No
JA = Jam
JO = Johnny
JU = Justice
KL = Kliff
KY = Ky
MA = May
MI = Millia
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol
VE = Venom
ZA = Zappa


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. The combos will be broken down into sections and by colour which will later be analysed in detail.

Colour legend

Green: launcher
Blue: air sj string
Purple: relaunch
Red: IAD string

Example combos
  • Midscreen vs. Ky
Combo Difficulty Notes
236H, 2S>2H IAD j.S>j.H(1)
c.S(1)>2H (SJC) IAD j.S>j.H(2)
c.S(1)>2H IAD j.H
[4] hard Triple relaunch ending in oki, with plenty of tension gained in the process. Using IAD variations only means more damage
  • Midscreen vs. Ky
Combo Difficulty Notes
236H (FRC) 5D /\ 8D>8D xx 236K ▷
2H IAD j.S>j.H(2)
c.S(1)>2H (SJC) j.S>j.P>j.S>j.H(3)
c.S(1)>2H (SJC) IAD j.S>j.H(1) xx j.214S ▷ 6H xx 214H
[4] hard Dust launch into triple relaunch into j.214S ▷ 6H knockdown for a Secret Garden setup
  • Corner vs. Jam
Combo Difficulty Notes
236H (FRC), 6K (connects) xx 236S, c.S(1)>2H (SJC)
IAD j.S>j.H(2)
c.S(2)>2H IAD j.H(3)
5K>f.S>2H IAD j.H(3)
5K>f.S>2H IAD j.H(3)
[4] hard The lightweight IAD loop in the corner
  • Midscreen vs. Jam
Combo Difficulty Notes
6P>2H (SJC) j.S>j.P>j.S>j.H(3)
c.S(1)>2H (SJC) j.S>j.P>j.P>j.H(3)
c.S(1)>2H (SJC) j.S>j.P>j.P>j.H(3)
[3] medium Three 2H (SJC) strings in one combo

These combos are not strictly 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 ▷ 66 f.S>2H

Pretty much an easy mode relaunch for most characters after a (SJC) or IAD combo.

  • (corner only) j.214S ▷ 6H xx 236S, c/f.S>2H

One of Millia's most damaging meterless relaunches.

  • j,214S ▷ 6H xx 236236S, 66 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 characters 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.

Combos

After studying the combo theory above we can piece together some basic combos.

BnB Combos

Combo Position Works on: Difficulty Notes
(ground starter)>2H (JC) j.S>j.P>j.H Midscreen Everyone [1] very easy Basic combo to ease yourself into Millia's execution requirements
(ground starter)>f.S>5H>2D Midscreen Everyone [1] very easy For when you're too far to go into 2H
(ground starter)>2H (SJC) j.S>j.P>j.S>j.H Midscreen Everyone but heavyweights [2] easy A ground launch 2H (SJC) combo that works on lights and middleweights
(ground starter)>2H (SJC) j.K>j.P>j.K>j.S>j.H Midscreen Everyone [2] easy Same as above, but universal, does notably less damage
(ground starter)>2H IAD j.S>j.H(1/2) ▷ (5K>)c.S(1)>2H (SJC) j.S>j.P>j.P>j.H Midscreen Everyone [3] medium IAD combo into relaunch, very hard on FA, hard on lights

Relaunch combos

Combo Position Works on: Difficulty Notes
(ground starter)>2H (SJC) j.K>j.P>j.K>j.S>j.H(3) ▷ c.S(1)>2H (SJC) j.S>j.P>j.P>j.H(3) Midscreen Everyone [2] easy Example universal relaunch

Relaunch combos are very freeform, and this is where your knowledge of combo theory comes into play. The height your opponent will be left at after you land after an air combo ending in a j.H depends on a variety of factors, like if the combo is starting from the ground or off a low launch (e.g. S disc wallbounce), the timing of the initial jump cancel after 2H, the button press after the SJC/IAD input, the button press delay after the initial sj link, in addition to character specifics such as hurtboxes and weight. For these reasons you'll have to adapt to each situation, time your button presses accordingly and choose the air string appropriate for the situation.

6K

Combo Position Works on: Difficulty Notes
6K xx 236S, f.S>2H (SJC) j.S>j.P>j.H Corner Everyone [2] easy You'll land this often after pressure following a blocked disc mixup
6K>5K Midscreen Everyone [1] very easy 3f link, useful to gatling into 236236S or 2D at closer ranges

Throw combos

Combo Position Works on: Difficulty Notes
66 f.S>2H Midscreen Everyone [4] hard Not really worth learning since not only do they do poor damage, you also get a disc setup off throw
66 5K>f.S>2H Midscreen Lightweights (except JA), KY, JO [3] medium A bit more lenient, worth learning to tack on some damage on lighter characters
2H Midscreen FA, AN, ED, PO [2] easy Can do an IAD followup

Dust combos

Combo Position Works on: Difficulty Notes
5D /\ 8D>8D xx j.236K▷ c.S(1)>2H Midscreen Everyone [2] easy Standard "Impossible Dust" combo
5D /\ FD, falling 5D ▷ 6H xx 236S Corner Everyone [2] easy Does more damage


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