GGST/Millia Rage/Combos: Difference between revisions

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This combo is Millia's easiest way of starting her oki with H-disk ({{clr|H|236H}}). She will have access to her 4-way mixup, which can then be looped into more oki.
This combo is Millia's easiest way of starting her oki with H-disk ({{clr|H|236H}}). She will have access to her 4-way mixup, which can then be looped into more oki.


{{clr|K|5K}} allows you to {{keyword|Hit Confirm}} into {{clr|D|2D}}, but {{clr|P|2K}} is slightly faster and hits low, which makes it good for catching out opponents.
{{clr|K|5K}} allows you to {{keyword|Hit Confirm}} into {{clr|D|2D}}, but {{clr|K|2K}} is slightly faster and hits low, which makes it good for catching out opponents.
}}
}}



Revision as of 19:17, 4 October 2022

 Millia Rage



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 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
BRC = Blue Roman Cancel
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
YRC = Yellow Roman Cancel
YYXRC = Dash Input X Roman Cancel in Y direction i.e: 22PRC
XRC~Q = Cancel the X Roman Cancel into Q i.e: RRC~5K
WS = Wall Stick/Wall Splat
AB =  A.B.A
AN =  Anji Mito
AS =  Asuka R♯
AX =  Axl Low
BA =  Baiken
BE =  Bedman?
BR =  Bridget
CH =  Chipp Zanuff
EL =  Elphelt
FA =  Faust
GI =  Giovanna
GO =  Goldlewis
HA =  Happy Chaos
IN =  I-No
JC =  Jack-O'
JO =  Johnny
KY =  Ky Kiske
LE =  Leo Whitefang
MA =  May
MI =  Millia Rage
NA =  Nagoriyuki
PO =  Potemkin
RA =  Ramlethal
SI =  Sin Kiske
SO =  Sol Badguy
TE =  Testament
ZA =  Zato-1

! Read First !

  • IMPORTANT: mc and tc are short for Mirazh (214K) cancel and Turbo Fall (j.236K) cancel. A Mirazh/Turbo Fall cancel is when you special cancel Mirazh/Turbo Fall half way through their animations with either a special or a super. Combos that use mc and tc are usually optional but are more difficult.
  • This list does not contain every single combo Millia can do. Instead it contains most of the ones that have real match usage.
  • Damage values are based on Ky's defense stat while at full health, and meter is calculated via counting the pixels (combos with optional/alternate attacks will be averaged unless the difference is significant).
  • Combos that end with Septem Voices (236236S) might be follow upped with [...]. This is because Septem Voices can sometimes combo without extra meter, but the number of potential follow-ups is too many to list. To reduce the number of dupe combos, extensions for Septem Voices is kept in a separate section.
  • Some combos will say (optional starter) because the combo can either be done raw or with a starter of your choice.
  • 3K is functionally identical to 2K, but it prevents H Disc (236H) from being accidentally inputted when trying to do 2K > 6H.
  • Some attacks may have a number on the bottom right (ex. j.S1, 2K3). There's nothing special about the number, it just helps identify attacks when writing notes.

Beginner Combo List

Some Important Notes
  1. In the event of a wall splat, use Iron Savior(214p), 2H/5H, 5[D], or Winger (632146H) / Septem Voices (236236S) to wall break.
  2. Some combos will end with [air combo], said air combos can be found at the bottom of the list. (Damage and meter assumes air combo #1)
  3. While doing an air combo, if the opponent looks like they might drop out of the combo, swapping j.S for j.K usually prevents that from happening.
  4. You don't have to do Mirazh (214K) cancels if you can't do them. Millia for the most part doesn't need Mirazh cancels as they are just optimizations.
  5. Oki is short for okizeme\
Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

5P Starter Anti-air ComboCan lead to oki if close enough to the corner.
Very Easy


Anti-Air 5PxN > 6H > (mc) 214P
Simple Anti-Air A grounded attack that hits the opponent out of the air for opponents attempting to jump in. It can also lead to a full combo due to the wall bounce effect of 6H, but requires well timed Mirazh to loop with 6H. Alternatively, you can go for corner Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. by using H-disk (236H).


Close Range K Starter Ground ComboYour best way of starting your oki.
Very Easy


5KxN or 2K> 2D > 236H
This combo is Millia's easiest way of starting her oki with H-disk (236H). She will have access to her 4-way mixup, which can then be looped into more oki.

5K allows you to Hit Confirm This keyword does not have an entry in the Glossary into 2D, but 2K is slightly faster and hits low, which makes it good for catching out opponents.

Combo Position Damage Tension Gain Works on: Difficulty Notes Timestamp
Punch starters
AA (5P)xN > 6H > (mc) 214P Anywhere ~80 13,5%-15,4% All [1] Very Easy Easy and safe anti-air that converts into hard knockdown. 5P can be used twice depending on distance. Mirazh (214K) cancel for better oki. 0:11
(2P)xN > (6P) > 236S Anywhere 40-56 7,9%-13,5% All [1] Very Easy Mainly used to get an opponent off Millia after mashing 2P on-block/wake-up. 6P makes inputting S Disc (236S) easier but is not required. 0:21
CH 6P > (mc) 214P Anywhere 61 13,1% All [1] Very Easy Converts grounded counter hit 6P into a hard knockdown. Mirazh (214K) cancel for better oki. 0:28
CH AA 6P > mc 236H Anywhere 28 8,9% All [1] Very Easy Converts anti-air counter hit 6P into a meaty H Disc (236H) setup. 0:35
Kick starters
(5K)xN > 2D > 236H Anywhere 43-62 7,9%-13,2% All [1] Very Easy You can use 1-3 5Ks, but it's generally preferred to use 2 for hit confirming. Only use H Disc (236H) if the 2D lands successfully. 0:43
2K > 2D > 236H Anywhere 36 7,9% All [1] Very Easy Millia's main low mixup and punish combo. 0:52
6K > 214(S)xN Anywhere 71 12% All [1] Very Easy A high mixup combo that's fairly safe. If 6K successfully hits the opponent, mash S until Lust Shaker (214S) knockdowns the opponent. Otherwise leave Lust Shaker unmashed to be safe on-block. 0:57
Slash starters
c.S > 2S > 5H > 214S Anywhere n/a n/a All [1] Very Easy Basic block string. Generally better not to mash Lust Shaker (214S) into it's 9-hit version. 1:03
c.S > 6H/2H > (mc) 214P Anywhere 101-114 ~17% All [1] Very Easy Basic combo off c.S. 6H does more damage while 2H keeps the opponent closer to make oki setups easier. Mirazh (214K) cancel for better oki (only works with 2H route). 1:06
c.S > 2H > 236236S, dash > 2S > 2H > 214P Anywhere 194 -50%, 12,8% All [2] Easy Same as previous but does more damage at the cost of meter. Double tapping the dash macro after Millia lands can help with timing. 1:19
c.S > 2H > mc (delay) 236236S, dash > c.S > 6H > (mc) 214P Anywhere 200 -50%, 13,2% All [2] Easy Variant of the previous that's easier if you can do Mirazh (214K) cancels. Delay gives more time to do run up c.S. Second Mirazh cancel is for better oki. 1:26
AA c.S > jump cancel > [air combo] Anywhere (~161) (~21,8%) All [1] Very Easy Anti-air c.S combo that can also be used after a successful H Disc (236H) mixup. 1:41
dash (CH) f.S > 5H > 214P Anywhere 90 17,6% All [1] Very Easy f.S's poke combo. At max range, counter hit is required for 5H/214P to work. Combo will work without initial dash but it's inconsistent. 1:48
dash f.S > 5H > (mc) 236S Anywhere 85 16,8% All [1] Very Easy Variant of previous that's much more consistent. Mirazh cancel allows for a meaty 5K follow up. 1:52
Heavy Slash starters
CH 2H > 214K, (micro dash) c.S > jump cancel > [air combo] Away from corner (~180) (~29,7%) All [1] Very Easy Mainly used to punish DP or whiffed grab. Micro dash to side swap. 2:00
CH 2H > 214K, (micro dash) c.S > 6H/2H > (mc) 214P Anywhere 135-145 ~25,1% All [1] Very Easy Grounded variant of previous. Mirazh (214K) cancel for better oki 2:18
CH 2H > 214K, (micro dash) c.S delay 6H> mc (delay) 236236S, dash > 2S > 2H > 214P Anywhere 218 -50%, 20,5% All [2] Easy Same as previous but does more damage at the cost of meter. Second delay gives more time to do run up 2S. 2:29
j.H land (micro dash) 2K > 2D > 236H Anywhere 64 9,3% All [1] Very Easy Jump-in that goes from high to low hit. Micro dash required to do crossup H Disc (236H). 2:38
j.H land (micro dash) c.S(N) > 2D > 236H Anywhere 64-72 10,2%-12,9% All [1] Very Easy Millia's main jump-in. Cancel c.S(1) into 2D for cross-up H Disc (236H) to work. Micro dash if you're not close enough to do c.S. 2:48
Dust starters
6D/4D, RRC land (micro dash) c.S > jump cancel > [air combo] Anywhere (~112) (-50%, ~14%) All [1] Very Easy Only use this combo to finish off the last of the opponent's HP. Micro dash to get closer or to side swap. 3:02
5[D]8 /\ j.H > j.D > j.H > j.D > j.H > j.D > D Anywhere 196 21,2% All [1] Very Easy Easiest homing dust combo in the game. Just two buttons, no jump cancel/airdash, simple and strong. 3:22
Air Combos
(optional starter) > j.S > j.D jump cancel j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~161 ~21,8% All [1] Very Easy Basic air combo. Damage and tension based on c.S starter. 3:34
(optional starter) > j.S > j.D airdash j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~161 ~21,8% All [1] Very Easy Use if opponent isn't high enough to jump cancel. Damage and tension based on c.S starter. 3:40

Full Combo List

  • Damage and Tension may sometimes have an asterisk next to them:
*1: Damage and tension assumes you used Iron Savior (214P) ender. Septem Voices (236236S) ender will do more damage (~20-80 more) at the cost of meter.
*2: More damage and tension can be gained from wall break, but will vary depending on what you use to wall break.
  • If the video examples are too fast, use youtube's playback speed setting to slow them down.
    • On PC/Mac you can use the comma (,) and period (.) keys to go frame-by-frame.
    • Feel free to leave a comment if you are still confused.


Punch Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5P
AA (5P)xN > 6H > (mc) 214P Anywhere ~80 13,5%-15,4% All [1] Very Easy This 5P anti-air does the least damage but is the most consistent and gives a hard knockdown. 5P can be used multiple times depending on distance. Mirazh (214K) cancel for better oki. Can be 6H looped. Link
AA 5P, (micro dash) c.S jc j.K/j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~119 23,8% All [2] Easy Does more damage but soft knockdowns instead. Micro dash makes c.S more consistent. Using j.K instead of j.S is more consistent but will do less damage. Link
AA 5P, (micro dash) c.S > 6H/2H > (mc) 214P Anywhere 81-88 ~17,6% All [1] Very Easy Works even if the opponent is low to the ground and gives a hard knockdown instead. The route [2H > mc > 214P] is impossible. Septem Voices (236236S) is possible but not recommended. Mirazh (214K) cancel for better oki. Can be 6H looped. Link
2P
(2P)xN > (6P) > 236S Anywhere 40-56 7,9%-13,5% All [1] Very Easy Mashable 2P combo to get an opponent off Millia. 6P is not required but gives more time to input S Disc (236S). 5P can be used instead but it's not recommended. Link
6P
CH 6P > (mc) 214P Anywhere 61 13,1% All [1] Very Easy Converts grounded counter hit 6P into a hard knockdown. Link
(CH) 6P > 214S214P Anywhere 61 13,1% All [3] Medium 6P option select that is an extremely good poking tool thanks to 6P's low profile. Gives Lust Shaker (214S) on non-counterhit and Iron Savior (214P) on counterhit. 214P input must be done very quickly after 214S input in order for the option select to work. Link
(CH) 6P delay 214SP Anywhere 61 13,1% All [3] Medium Alternative version of previous OS that might be easier. Delay should be subtle and avoid pressing S and P at the same time. Link
CH AA 6P > mc 236H Anywhere 28 9,1% All [1] Very Easy Converts anti-air counter hit 6P into a meaty H Disc (236H) setup. Link
AA 6P > 214K, (micro dash) 5K/c.S > ... Anywhere n/a n/a All [1] Very Easy Converts an air-blocked 6P into a 5K/c.S block string starter. Micro dash gives better block string options and makes c.S more consistent. Link
  • Use 5P to anti-air if you want something safer than 2H or 6P but are not close enough to use c.S instead.


Kick Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5K & 2K
(5K)xN > 2D > (mc) 236H Anywhere 43-62 7,9%-13,2% All [1] Very Easy You can use up to three 5Ks but doing so will prevent you from doing cross-up H Disc (236H). Using a Mirazh (214K) cancel will bring you close enough to cross-up, but you will get a delay H Disc (236H) instead. Link
2K > 2D > (mc) 236H Anywhere 36 7,9% All [1] Very Easy Millia's main low mixup and punish combo. Millia can add a 5K before doing 2K, but there's no reason to do that. 2D is very unsafe on block so be careful when using this combo as a mixup. Link
6K
6K > 214S Anywhere 47-71 8,5%-12% All [1] Very Easy Converts 6K into a decent combo. Non-mashed Lust Shaker (214S) is safe on-block while the mashed version does extra damage and will soft knockdown (KD is only useful in the corner). Link
6K > 236S 66.PRC j.S > j.D airdash j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~143 ~11,4% All [1] Very Easy If you're willing to use meter, S Disc (236S) can be a good option as it does more damage with RC than Lust Shaker (214S) would and leads into a 4-way mix if blocked instead. Without RC, S Disc is worse because it does less damage and is unsafe on-block. Link
6K > 236236S, micro dash 236H Anywhere 102 -50%, 5,6% All [1] Very Easy Alternative meter option for 6K. Septem Voices (236236S) leads into H Disc (236H) oki on-hit and leaves you plus if blocked instead. Micro dash H Disc must be done very quickly in order to get the meaty setup (inputting 2366H helps). Link
6K > mc 236236S [...] Anywhere 102 -50%, 5,6% All [3] Medium Makes Septem Voices (236236S) extensions easier. Extremely good in the corner as the corner prevents push back allowing Millia to take advantage of the plus frames to block string into c.S. Link
  • Only use H Disc (236H) if the 2D lands successfully. At high level play, 2D can be easily punished by invincible reversals.


Slash Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
c.S
(dash) c.S > [(2S) > 5H/2H] or [6H] > 214S Anywhere N/A N/A All [1] Very Easy The full c.S block string. 2H has better counter hit combos than 5H, but 5H is less likely to whiff and is the only gapless block string. 6H is used to chase an opponent using FD or to special cancel into Bad Moon (j.236P). Dash is required to do 2S > 2H route. Link
c.S > 2D > 236H Anywhere 56 9,8% All [1] Very Easy Generally not used on it's own, but it's usually used to hit confirm into a meaty H Disc (236H) after a mixup. Particularly because of the low push back from c.S(1). Link
c.S > 6H > 214P/236236S Anywhere 114 *1 17,4% *1 All [1] Very Easy Basic combo off c.S hit. Link
(dash) c.S > 2H > (mc) > 214P/236236S [...] Anywhere 101 *1 16,8% *1 All [1] Very Easy Alternate route that can do Septem Voices (236236S) extensions. Mirazh (214K) cancel for better oki. Link
dash c.S > 2H > mc 214P, (micro dash) 3K > 6H > (mc) > 214P/236236S [...] Anywhere 149 *1 29% *1 All [2] Easy Does more damage than previous but has weaker oki opportunity. Micro dash is only for better consistency. Link
dash c.S > 2H > mc 214P, micro dash c.S > 6H > (mc) > 214P/236236S [...] Anywhere 154 *1 31,5% *1 All [2] Easy Harder version of the previous that does more damage. Very inconsistent against light characters. Can be 6H looped. Link
(dash) c.S > 2H > mc 214P, (delay) 236H Anywhere 101 16,8% All [2] Easy Sacrifices the extra damage for a delay H Disc (236H) oki. Even though the H Disc isn't meaty, the gap is so small that this tends to not to be a problem. Add extra delay for light and medium weight characters if you want to safe jump the H Disc with j.H. Link
(dash) c.S > 2H > 236S, (micro dash) 3K/c.S > 6H/2H > (mc) 214P WS Corner 153-160 *2 28,4%-30,1% *2 All [1] Very Easy Best c.S corner combo. Initial dash makes micro dash more forgiving or completely optional. Use c.S for more damage, or use 3K if you're too far away to do micro dash c.S. Mirazh (214K) cancel makes wall breaking easier. Can be 6H looped. Link
CH c.S(2) > 6H > mc (delay) 214p > c.S/2k > 6H > mc 214p Away from corner/midscreen N/A N/A All [2] Easy Optimal CH c.s combo. Iron Savior after the Mirazh needs to be delayed. You can do c.s after the Iron Savior if it is delayed perfectly, but if you want to stay consistent, use 2k instead.
CH c.S(1) > 2H > 214K, c.S jc j.K/j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Away from corner ~163 ~29,3% All [1] Very Easy Mainly used to punish DPs, grabs, or any other moves that leave the opponent in counter hit state. Usually 2H is better, but sometimes 2H is too slow making this your only option. Doesn’t work on air-hit. Link
CH c.S(1) > 2H > 214K, c.S > 6H/2H > (mc) > 214P/236236S [...] Anywhere 127-136 *1 ~24,9% *1 All [1] Very Easy Grounded variant of previous. Mirazh (214K) cancel for better oki. Can be 6H looped. Link
c.S jc 66.BRC 2H > 214K, c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Away from corner ~176 -50%, ~13,7% All [2] Easy Blue RC combo that's used to side swap an opponent. The BRC should come out before Millia actually jumps. Useful if Millia is trying to go for a wall break. Link
c.S jc 66.BRC 2H > 214K, c.S > 6H/2H > (mc) > 214P/236236S [...] Anywhere 148 *1 -50%, 7,7% *1 All [2] Easy Grounded variant of previous. This version is more ideal when Millia is already close to the corner allowing for 6H loops. Mirazh (214K) cancel for better oki. Link
AA c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Away from corner ~161 ~22% All [1] Very Easy Good anti-air if opponent is vertically above Millia and also serves as the basis of many combos. Getting a counter hit lets you use c.S twice (delay 2nd c.S). Link
AA (c.S)xN > 6H/2H > (mc) > 214P/236236S [...] Anywhere 101-126 *1 17,6%-21,4% *1 All [1] Very Easy Grounded variant of previous. You can use c.S twice if the first c.S hit's high enough. Mirazh (214K) cancel for better oki. Can be 6H looped. Link
f.S
dash (CH) f.S > 5H > 214P Anywhere 90 17,6% All [1] Very Easy Only poke with this combo at f.S's mid-to-max range since 5K would be superior when up close (faster and has mix-ups). At f.S's max range, counter hit is required for 5H to work. Combo will work without the initial dash but it's inconsistent. Link
dash f.S > 5H > (mc) 236S Anywhere 85 16,8% All [1] Very Easy Variant of previous that's much more consistent. Mirazh cancel allows for a meaty 5K follow up. Link
2S
2S > 5H/2H > 214S Anywhere N/A N/A All [1] Very Easy Block string that does an immediate low rather than a delayed one. Pairs well with Bad Moon (j.236P) as a way to meaty mixup. It can also be used to call out an opponent's low profile attack. Link
2S > 5H > [214P] or [(mc) 236S] Anywhere 88 or 83 16,4% or 15,8% All [1] Very Easy Use this combo if 2S successfully hit the opponent. Iron Savior (214P) might not combo if the opponent is too far away, so use S Disc (236S) variant instead. Mirazh cancel allows for a meaty 5K follow up. Link
(dash) 2S > 2H > (mc) 214P Anywhere 91 14,9% All [1] Very Easy 2H variant of previous that leads into better oki but requires Millia to be closer to the opponent. Dash momentum makes 2H more likely to connect from a distance. Link
(dash) 2S > 2H > mc 214P, 3K > 6H > (mc) > 214P/236236S [...] Near corner for GI, IN, JC, MA, MI, RA
Midscreen everyone else
134 27,4% All [2] Easy Higher damaging version of previous that must be done midscreen (Near corner only for lightweights). Can be 6H looped. Link
(dash) CH 2S > 2H > 214K, c.S jc j.K > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~154 ~29,3% All [1] Very Easy Generally not possible to switch from 5H to 2H on reaction, so only go for this combo if you were already going to do a 2H. Link
(dash) CH 2S > 2H > 214K, c.S > 6H/2H > (mc) > 214P/236236S [...] Anywhere 130-138 *1 ~26,6% *1 All [1] Very Easy Grounded variant of previous. Can be 6H looped. Link


Heavy Slash Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
5H
CH 5H > 214K, (micro dash) (5K)xN > 2D > (mc) 236H Anywhere 87-98 18,3%-21,4% All [1] Very Easy Converts counter hit 5H into H Disc (236H) set-up. Use two 5Ks if you don't like the opponent being too close during H Disc. Micro dash to get closer. Link
CH 5H > 214K, (micro dash) c.S > 6H > 214P/236236S Anywhere 142 *1 27,2% *1 All [1] Very Easy Use this combo instead for guaranteed damage rather than the risky but more rewarding H Disc (236H) damage. Link
CH 5H > 214K, (micro dash) c.S > 2H > (mc) > 214P/236236S [...] Anywhere 132 *1 26,6% *1 All [1] Very Easy Variant that allows for Septem Voices (236236S) extensions. Mirazh (214K) cancel for better oki. Link
2H
2H > (micro dash) 5K/3K > 6H > (mc) 214P Anywhere 130 18,9% All [1] Very Easy Millia must be close to the opponent. A combo that can be easily done on reaction after a successful non-counterhit frame trap. Mirazh (214K) cancel for better oki and consistency. Link
2H > mc 214P, (micro dash) c.S jc j.K > j.D airdash j.S > j.D WS j.236P WB Midscreen 183 27,4% All [2] Easy Millia must be close to opponent. Can be used to punish moves that are extremely minus but don't leave the opponent in counterhit state. Air combo will likely drop when not near the corner so don’t bother outside corner range. Link
2H > mc 214P, (micro dash) c.S > 6H/2H > (mc) > 214P/236236S [...] Anywhere 147 18,9% All [2] Easy Grounded variant of previous. Mirazh (214K) cancel for better oki. Can be 6H looped. Link
CH 2H > 214K (micro walk/dash) c.S jc j.S > j.D jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Away from corner ~180 ~29,7% All [1] Very Easy Millia's main DP and Grab punish. Micro walk/dash to side switch (walking avoids sliding from dash but timing will be tighter). Link
CH 2H > 214K (micro walk/dash) c.S > 6H/2H > (mc) > 214P/236236S [...] Anywhere 135-145 *1 ~25,1% *1 All [1] Very Easy Grounded variant of previous. Mirazh (214K) cancel for better oki. Can be 6H looped. Link
6H
CH 6H > mc 214P, (micro dash) c.S > 6H/2H > (mc) > 214P/236236S [...] Anywhere 157-162 *1 ~29,1% *1 All [2] Easy Counter hit 6H combo with good damage and decent oki follow ups. Microdash is unnecessary, but it might help make the c.S more consistent. The route [2H > (mc) > 214P] seems to be either impossible or inconsistent. Link
CH 6H > mc 214P, (micro dash) 3K > 6H > (mc) > 214P/236236S [...] Anywhere 157 *1 ~27,6% *1 All [2] Easy Similar to previous but swaps c.S for 3K. Normally this is done to make the combo more consistent with light characters. However with this setup, c.S is already consistent with light characters. Link
CH 6H > mc 214P, 236H Anywhere 99 16,4% All [2] Easy Sacrifices guaranteed damage for a delay H Disc (236H) setup. Link
CH 6H(1) (delay) j.236K, (5K)xN > 2D > 236H Anywhere 63-74 13,1%-16,2% All [1] Very Easy Can be used if you prefer using meaty H Disc (236H) over combos that do delay H Disc (236H) setups or guaranteed damage. Delay is to option select Turbo Fall (j.236K) (see video). Link
CH 6H(1) (delay) j.236K, c.S > 2H > mc 214P, 236H Anywhere 108 21,6% All [1] Very Easy Another Iron Savior (214P) into delay H Disc (236H) setup although this one gives more damage and meter. Septem Voices extensions are possible, but it wouldn't do as much damage as the first 6H combo. Link
  • All of Millia's HS attacks are only used for frame trapping, punishing extremely minus attacks, or punishing counter hit state attacks. As such, most of her HS combos reflect this.


Dust Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
2D & Grab
(CH) 2D > 214S (delay) 236H Anywhere 30 5% All [1] Very Easy 2D option select that is a decent poking tool against low profile attacks. Gives Lust Shaker (214S) on non-counterhit and H Disc (236H) on counter hit. Delay window is forgiving but optional. Link
(optional starter) > 2D > 236236S [...] Anywhere N/A N/A All [1] Very Easy Only use this combo to finish off the last of your opponent's HP. Damage varies greatly based on starter and which septem voices extension you use, but you can expect ~160 damage raw and ~120 damage with a starter. Link
(optional starter) > 2D > 236H (delay) 214K Corner N/A N/A All [1] Very Easy An option select to prevent Millia from doing H Disc (236H) after a wall splat. Delay window is forgiving but optional. Link
4D/6D, FRRC j.S (whiff) > land (micro dash) c.S jc > j.S > j.D jc j.S delay j.S > j.D airdash j.S > j.D > delay j.236P Anywhere ~122 -50%, ~15,2% All [1] Very Easy Only use this combo to finish off the last of your opponent's HP. The whiffed FRRC j.S is to prevent damage scaling from red RC (~10 extra damage). You can micro dash to side swap or to get closer to the wall. Link
5[D]
5[D]8 /\ j.H > j.D > j.H > j.D > j.H > j.D > D Anywhere 196 21,2% All [1] Very Easy Two buttons, no jump cancel or airdash, simple and strong. Link
5[D]8 /\ j.H > j.S jc j.S > j.H > j.S > j.H > j.D > D Anywhere 198 22,2% All [2] Easy Cancel every move as soon as it hits otherwise the last j.H will drop. Link
5[D]8 /\ backdash > airdash > j.D > j.H > j.D > j.H > j.D > D Anywhere 50+150 (200) 19,3% All [1] Very Easy A combo to bait an immediate burst. If the opponent doesn't burst, then you lose out on a free combo. Link
5[D]8 /\ 88.BRC > block, airdash > j.H > j.D > j.H > j.D > j.D Anywhere 50+136 (186) -50%, 5,8% All [1] Very Easy IMMEDIATE burst option select for when they DO burst. You can add another j.H before using the homing dust finisher if combo was started facing away from corner. Link
5[D]8 /\ 88.BRC > j.H > j.S > j.H > j.D > j.H > j.D > j.H > H Anywhere 201 -50%, 6,2% All [2] Easy IMMEDIATE burst option select for when they DON'T burst. Generally better not to do the full combo as they'll probably burst. You can add another j.D before using the homing dust finisher if combo was started facing away from corner. Link
5[D]8 /\ j.S1 delay airdash j.D > j.S > j.D > j.S2 > j.D > D Anywhere 75+147 (222) 21,8% All [1] Very Easy DELAY burst option select for when they DO burst. Delay the airdash until Millia is almost off screen. If the opponent doesn’t burst immediately after j.S1 then replace the first j.D with jump and j.S2 with j.H. Link
5[D]8 /\ j.S delay airdash j.K > j.D > j.S > S Anywhere 163 17,5% All [1] Very Easy DELAY burst option select for when they DON'T burst. Delay the airdash until Millia is almost off screen. Generally better not to do the full combo as they'll probably burst. You can add another j.D before using the homing dust finisher if combo was started facing away from corner. Link
  • Tips for how to use charged dust 5[D] can be found in combo theory.


Jump-in Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
airdash (j.P)x2 land 2K > 2D > (mc) 236H Anywhere 52 9,8% All [3] Medium Allows you to double overhead without losing the ability to link into 2K > 2D. The height Millia is at while airdashing must be very low. Link
j.P/j.K/j.S/j.H land (micro dash) 5K/2K > 2D > (mc) 236H Anywhere 45-67 8,3%-9,3% All [1] Very Easy Millia's old main jump-in. 5K is 1 frame slower than 2K, but it will hit confirms into decent pressure if blocked. Micro dash is required for cross-up H Disc (236H) to work. Link
j.P/j.K/j.S/j.H land (micro dash) c.S > 2D > (mc) 236H Anywhere 43-72 7,5%-10,8% All [1] Very Easy Millia's new main jump-in. Doesn't hit low but it leads into good pressure if blocked. Only micro dash if f.S will come out instead of c.S. Cancel c.S(1) into 2D for cross-up H Disc (236H) to work. Link
CH j.S/j.H land > micro dash c.S > 6H > 214P/236236S Anywhere ~112 *1 ~18,6% *1 All [1] Very Easy Simple jump-in counter hit conversion. Link
CH j.S/j.H land > micro dash c.S > 2H > (mc) > 214P/236236S [...] Anywhere ~103 *1 ~19,3% *1 All [1] Very Easy Variant that allows for Septem Voices (236236S) extensions. Mirazh (214K) cancel for better oki. Link
  • As for why [j.H > c.S] is Millia's most optimal jump-in and not [j.H > 2K] can be found in combo theory.


Special Move Starters

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
CH 214P, (dash) c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Away from corner ~144 ~27,8% All [1] Very Easy Counter hit can be acquired by either frametrapping or using it in neutral and catching your opponent's button. Dash may be required but be sure to switch the first j.S with j.K. Link
CH 214P, (dash) c.S > 6H/2H > (mc) > 214P/236236S [...] Anywhere 112-120 *1 ~24,1% *1 All [1] Very Easy Grounded variant of previous. Mirazh (214K) cancel for better oki. Can be 6H looped. Link
CH 214P, (dash) 3K > 6H > (mc) > 214P/236236S [...] Anywhere 112 *1 23,7% *1 All [1] Very Easy Nearly identical to previous, however, because 2K has more range and is faster, it can useful if you aren’t sure c.S will connect. Opponent must be very low to ground for 2K to connect. Link
(optional starter) > 214P 66.RRC (dash) c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Away from corner ~110 -50%, ~9%% All [1] Very Easy Can be used as a quick and easy way to get in on the opponent or as a way to finish off their remaining HP. Sets up a high/low/tick-throw mix-up when blocked. Damage and meter gain is higher with starters. Dash to side swap or to get closer to the wall. Link
(optional starter) > 214P 66.RRC (dash) c.S > 6H/2H > (mc) 214P Away from corner ~115 -50%, ~9%% All [1] Very Easy Grounded variant of previous. Septem Voices extensions are possible but not worth it. Mirazh (214K) cancel for better oki. Can only be 6H looped if the combo was done without a starter. Link
tk.236P (88)RRC (c.S)xN jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~122 -50%, 7,7% All [2] Easy If Bad Moon is blocked, up-drift RC sets-up a three way mix-up. If delayed correctly, you can use two c.Ses. This combo can also be used after air normals to double overhead. Link
tk.236P (88)RRC (c.S)xN > 6H/2H > (mc) 214P Anywhere 91-118 ~7,7% All [2] Easy Grounded variant of previous. Septem Voices extensions are possible but not worth it. Mirazh (214K) cancel for better oki. Can be 6H looped. Link
236S PRC (j.S) > j.D airdash j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~130 -50%, ~7,6% All [1] Very Easy Allows you to convert a successful S Disc poke into a full combo. If the poke fails, you can go for a high/low/throw mix-up instead. First j.S may not always work depending on when you PRC'd or if you have dash momentum. Link
AA j.236H, j.K land (micro dash) c.S > 6H/2H > 214P/236236S [...] Anywhere ~98 *1 20,3%-21% *1 All [2] Easy Opponent must be at or below Millia's height while also being very close to her. Minimum starting height is slightly below the apex of Millia's neutral jump. Micro dash usually makes 2H easier to land. Link
  • If doing a TK or Tiger Knee Bad Moon (j.236P) is too hard, you can do [6H(1) > j.236P] or [5D] instead.


6H Loops

Combo Position Damage Tension Gain Difficulty Notes Video
(optional starter) > air-hit 6H > [214K > ...] or [(mc) 214P] Corner 112 16,2% [1] Very Easy Basic concept of 6H loop. Use Mirazh (214K) to keep the loop going or use Iron Savior (214P) if you think the combo will drop or wall break. Mirazh (214K) cancel the Iron Savior to make wall breaking easier. Link
(starter) > air-hit 3K > 6H > [214K > ...] or [(mc) 214P] Corner 114 18,5% [2] Easy Fastest starter that can tricky to land due to 2K's low hitbox. Combo is impossible if you try to start it raw. Link
(optional starter) > air-hit (5K)xN > 6H > [214K > ...] or [(mc) 214P] Corner 112-114 18,5%-20% [1] Very Easy 1 frame slower than previous but much easier to use and has the longest range. Using multiple 5Ks will reduce damage and make an extra loop impossible, but it will make the wall more likely to break. Link
(optional starter) > air-hit c.S > 6H > [214K > ...] or [(mc) 214P] Corner 120 20% [1] Very Easy Requires Millia to be close to the opponent but has the highest chance to break the wall. Link
  • Damage and Meter gain assumes you did H Disc (236H) starter with Iron Savior (214P) ender.
  • [ Works on: ] section has been removed because it varies based on starter ( PO,  LE,  NA, &  GO usually loop once or not at all).


Septem Voices (236236S) Extensions

Combo Position Damage Tension Gain Difficulty Notes Video
(optional starter) > air-hit 236236S, dash 2S > 2H > [214P] or [(mc) 236236S [...]] Anywhere 194 -50%, 11,6% [2] Easy Easiest and most consistent extension that does decent damage, but it has the lowest wall break chance. Mirazh (214K) cancel for better oki. Link
(optional starter) > air-hit 236236S, dash 3K > 6H > (mc) > 214P/236236S [...] Anywhere 194 -50%, 11,4% [3] Medium Fastest extension that can be sometimes hard to land due to 2K's hitbox. Link
(optional starter) > air-hit 236236S, dash (5K)xN > 6H > (mc) > 214P/236236S [...]] Corner 192-195 -50%, 11,6% [2] Easy Easier to use than previous but is 1 frame slower, and opponent must be in the corner by the time you use 5K. Link
(optional starter) > air-hit 236236S, dash c.S (delay) 2S > 2H > [214P] or [(mc) 236236S [...]] Anywhere 200 -50%, 11,8% [2] Easy Similar to the first extension, but this one has a higher chance of wall break. Delay is based on opponent's height after c.S and their weight/size. Link
(optional starter) > air-hit 236236S, dash c.S > 6H/2H > (mc) > 214P/236236S [...]] Anywhere 194-200 -50%, ~12,4% [2] Easy Identical to previous but with a more familiar gatling route. The route [2H > mc > 214P] is very inconsistent. Mirazh (214K) cancel for better oki. Can sometimes be 6H looped. Link
(optional starter) > air-hit 236236S, dash c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Anywhere ~220 -50%, ~13,1% [2] Easy Ariel variant of the previous that only works if Millia is extremely close to opponent (Usually after a [mc delay 236236S] starter). Link
  • To consistently time the dash, double tap the dash marco button after Millia lands.
  • Damage and Meter Gain values assume you use [c.S > 2H] as your starter and Iron Savior (214P) as your ender.
  • [ Works on: ] section has been removed because it varies based on starter ( PO,  LE,  NA, &  GO usually drop on long starters)


Air Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
j.K/j.S delay j.H land (micro dash) 5K/c.S > ... Anywhere N/A N/A All [1] Very Easy Basic air block string that converts into 5K/c.S block strings. Delay j.H until Millia is just barely above the ground. Micro dash for better block string options and to make c.S more consistent. Link
(optional starter) > j.S > j.D jc j.S > j.D airdash > [ender] Anywhere ~140 ~22,8% All [1] Very Easy Basic air combo Link
(optional starter) > j.S > j.D airdash j.S > j.D airdash > [ender] Anywhere ~140 ~22,8% All [1] Very Easy Use if opponent isn't high enough to jump cancel Link
(optional starter) > j.S > j.D jc j.S1, j.S > j.D airdash > [ender] Anywhere ~140 ~22,8% All [2] Easy Air combo with the best corner carry, but only works on short starters. Swapping j.S1 with j.K is not recommended. Link
  • Damage and Meter assumes you use [236H, c.S] as your starter and [j.S > j.D delay j.236P] as your ender.
  • j.S can be swapped for j.K for better consistency or sometimes with j.H for more damage.
  • More in-depth explanation on air combos can be found in combo theory.


Air Combo Enders

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
air combo > j.S > j.D delay j.236P Anywhere ~140 ~22,8% All [1] Very Easy Basic air combo ender. Avoid breaking the wall with Bad Moon (j.236P) as j.D and Kapel (236H) usually do more damage although not by much. Link
air combo > j.S > j.D > tc j.236P Anywhere ~140 ~22,8% All [1] Very Easy Alternate version of the previous combo. Instead of timing Bad Moon (j.236P) yourself, Turbo Fall (j.236K) helps you time when to do Bad Moon. In general the previous combo is usually better especially if the air combo is barely connecting. Link
air combo > j.S > j.D WS (delay) j.236H WB Corner 173 22,4% All [1] Very Easy Optimal wall break route. Delay Kapel (236H) until Millia is close enough to hit. Link
air combo > j.236H, j.H WS 632146H WB Corner 197 -50%, 21,6% All [3] Medium Breaks wall low to ground so you can use Winger (632146H). Opponent must be very close to Millia, preferably above her. If the wall broke after Kapel (236H), you can usually use a j.D before you land. Link
  • Damage and Meter assumes you use [236H, c.S jc j.S > j.D jc j.S delay j.S > j.D airdash] as your air combo.


Close Slash Relaunch Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
(optional starter) > (j.S1) > j.D jc > delay j.S2, j.S3 land c.S > 6H/2H > 214P/236236S Anywhere 138 *1 24,9% *1 All [3] Medium Delay j.S2 for as long as you can (using j.D quickly allows for more delay), and use j.S3 as soon as you can. Using j.S1 is only possible with some starters. Link
AA CH j.S1 (delay) j.D jc j.K/j.S delay j.S land c.S > 6H/2H > 214P/236236S [...] Anywhere 129-137 ~21,5% All [2] Easy Good conversion off anti-air j.S counter hit that leads into the lucrative c.S relaunch. First delay isn't required, but it makes the combo more consistent if j.S1 was a rising attack. Can be 6H looped with 3K. Link
AA CH j.S (delay) j.D jc j.K/j.S delay j.S land c.S jc j.K/j.S > j.D airdash j.S WS j.D WB Midscreen 162-171 ~18% All [2] Easy Ariel variant of previous. Does less damage considering the previous can also wall break. Only works if the opponent ends up at the wall by the time you start the second air combo. Link
AA CH j.S1 land > (dash) c.S jc j.S > j.D jc j.S > j.D airdash j.S > j.D delay j.236P Away from corner ~140 ~22,4% All [2] Easy Works more consistently than the previous combo if j.S1 is a falling attack. Dash will make combo more consistent, but isn't always required. Link
  • Damage and Meter for the first combo assumes you use [236H, c.S] as your starter (no j.S1).
  • Swapping j.S for for any other move is highly discouraged unless stated otherwise


Combo Theory

Compared to the rest of the cast, Millia's combo theory can be very unorthodox. Due to the very low damage nature of her combos, Millia's main focus isn't to do the most damage possible but rather to get the best oki follow up possible. This can lead to strange oddities like opting for lower damaging moves/gatlings for better oki or straight up dropping combos early for 50/50 mixups. The combo theory guide will try to explain these strange oddities so that they can be better understood by beginners.


The Difference Between 6H vs 2H

A lot of Millia's combos can use both 6H and 2H interchangeably. However, while they are interchangeable, which one Millia uses has a large influence on what Millia can do afterwards.

For 6H: It will usually do more damage and bring the opponent closer to the wall. These two properties are very important for 6H looping. Combos that 6H loop are typically her highest damaging combos (especially the ones that start with CH 2H or CH 6H). The good corner carry from 6H also means that getting a 6H loop can be done a pretty good distance from the wall.
For 2H: At the cost of slightly less damage, 2H will launch the opponent into the air instead. The launch property will give Millia better midscreen combo routes like Septem Voices (236236S) extensions and Mirazh (214K) cancel Iron Savior (214P). Using 2H will generally lead to better oki as well since 2H keeps the opponent much closer. Since the damage difference between 2H and 6H is not very high (excluding 6H loops), 2H should almost always be used over 6H as oki looping is more important than doing ~10 more damage.


TL;DR: 6H to break the wall and deal damage. 2H to keep the oki loops going.


How to use Dust (5D)

For when the ping hits +150 ms

While uncharged dust is considered useless by most Millia players due to it's low reward, charged dust is actually quite useful. Charged dust, despite it's slow and very obvious start up, has a few handy scenarios where it can be used effectively.


The 1st scenario is using charged dust as an H Disc (236H) mixup. Thanks to the "visual chaos" and the fact that H Disc prevents the opponent from mashing makes H Disc a pretty effective opening to use charged dust. The problem is that H Disc usually pushes the opponent out of charged dust's range. For midscreen, use charged dust after a cross-up. In the corner, it's usually always possible to use charged dust. Use this trick sparingly, it's still reactable if the opponent is looking for it.


The 2nd scenario is to punish certain overdrives (aka supers) that are extremely minus. Since overdrives usually don't leave the opponent in counter hit state, Millia's punishes for these moves aren't too high in damage. However, some supers will leave the opponent minus enough to allow for a charged dust punish. Here is a list of these supers:
  1.  Ky Kiske's Ride The Lightning
  2.  Chipp Zanuff's Zansei Rouga (extremely difficult)
  3.  Faust's Bone-crushing Excitement (IB is helpful but not required)
  4.  Ramlethal Valentine's Mortobato (IB is helpful but not required)
  5.  Leo Whitefang's Leidenschaft des Dirigenten
  6.  Nagoriyuki's Wasureyuki / 忘れ雪 (requires IB) and Zansetsu / 残雪 (IB is helpful but not required since there's enough time to dash up)
  7.  Giovanna's Ventania
  8.  I-No's Ultimate Fortissimo (block the first hit, buffer charged dust slightly before she reaches the apex of her jump)
  9.  Goldlewis Dickinson's Down With The System (requires IB)
  10.  Jack-O's Forever Elysion Driver (must be whiffed, dash immediately after startup).
Some characters have supers that are technically minus enough to be punished with charged dust, but have too much push back that can't be fixed with Instant Blocking (aka IB). For example:  Sol Badguy's Tyrant Rave (collision box pushes Millia which can't be IB'd) and  Anji Mito's Issei Ougi: Sai / 一誠奥義・彩 (too hard to IB). Beware of players with 100 meter! Some players will use their super because they know they can PRC if it gets blocked.


The 3rd scenario is to use it to punish a baited blue burst. Blue burst when blocked is -30 and a whiffed blue burst can be even more minus than that. It just so happens that charged dust has a start-up of 28 frames. Meaning that, if Millia is close enough, 5[D] can be used to punish a whiffed/blocked blue burst. Be warned though, gold burst is not punishable as it is -10 on block.


How to approach Wall Break

Wall break by design is meant to prevent and disrupt Millia's oki looping play style. The trade-off of losing oki looping at the wall is positive bonus, however, Millia has a very weak positive bonus state compared to other characters. Because of this, Millia players must either choose to live with wall break or map out their oki and combos to prevent/delay wall break as much as possible.


Working with Wall Break:
Playing the game normally and actively going for wall breaks is both a more simple gameplan and a more higher damaging one as well (at least per combo). Wall break scenarios will split between air combo wall breaks and ground combo wall breaks.


Ground Combo Wall Break
Without meter, using 5H, 2H, and 5[D] are going to be Millia's main wall break options. They all do pretty much the same damage although 5[D] can sometimes squeeze 1-5 more damage. Breaking the wall with a super will give a +36 knockdown that Millia can use to keep pressure going. Winger (632146H) does the most damage, but it builds a lot of burst/tension for the opponent and requires a micro dash if Millia is too far. Septem Voices will do less damage, but it will build slightly less burst/tension for the opponent and will work at any distance as long as the opponent is low to the ground. Since wall break can "eat" inputs, Millia can cancel her moves with Mirazh (214K) and Turbo Fall (j.236K) to prevent herself from wall breaking with the wrong move.


Air Combo Wall Break
If Millia is mid-air, she can either use j.D, Bad Moon (j.236P), and Kapel (j.236H) to wall break instead. Her j.D and Kapel do very similar damage, but if j.D is the move that wall splats, Kapel can be used instead. If Kapel whiffs, Millia can usually do a j.D after she recovers from Kapel. Bad Moon is only used if Millia wall splat with j.D and the opponent is too high for Kapel to hit. Unfortunately it is very difficult to wall break super mid-air as only the last hit of Winger (632146H) will wall break which will usually whiff on high wall splats.


Turning Ariel Wall Breaks into Ground Wall Breaks
Since Winger (632146H) can't be used mid-air anymore in Strive, being able to wall break super after an air combo becomes very difficult. If the opponent wall splats low enough to the ground then it is usually possible to do Turbo Fall (j.236K) into Winger, but relying on this isn't very effective. Instead, Millia can use airdash Kapel (j.236H) at the wall and if it doesn't wall break she can usually use a j.K or a j.H just before she hits the ground. If the j.K/j.H wall splats, then use winger. Otherwise, Millia can usually link into c.S relaunches for a ground combo instead. Using a c.S relaunches in general is also a good way to wall splat low to ground especially midscreen.


Avoiding Wall Break:
If Millia's positive bonus state feels so weak that it's undesirable, avoiding wall break might be a preferable playstyle. Although avoiding wall break will reduce damage per combo, it will actually increase the damage per interaction. If done correctly, Millia can loop oki until the opponent dies. The main difficulty with anti-wall break playstyles comes from mapping out oki and oki setups. This guide will mainly focus on the oki setup side of the playstyle.


Using Low Corner Carry Combos
When using c.S, gatling into 2H instead of 6H will reduce corner carry and sets up delay H Disc oki while also maintaining at least some damage. Millia can also gatling c.S into 2D which might be the only way to prevent the opponent from reaching the corner plus it's a meaty H Disc rather than a delay H Disc. Millia can also reduce corner carry with air combos by using air combo resets such as Kapel (j.236H) safe jump and c.S relaunch. Kapel (j.236H) safe jump is weight and starter specific not to mention it's also easy to fail and mess up. Meanwhile, c.S relaunches are much easier to do, but they might not be possible depending on weight and combo starter.


Opting for Side Swap Combos
Millia can also side swap her opponent which is a very direct and powerful method of avoiding wall break. Unfortunately Millia's main meterless side swap combos come from counter hitting with either c.S and 2H. Counter hitting isn't something Millia can do on purpose so it isn't a reliable method of side swapping. With meter, Millia can side swap with c.S blue RC, but whether spending 50 meter just to side swap is a very hard decision to make.


Warning: Allowing the opponent to tech the wall on purpose is never a good idea. Forward tech has insane invulnerability and will launch the opponent ridiculously far away especially with a high wall splat. Neutral tech keeps the opponent in place, but the opponent can attack immediately making it very dangerous. Back tech launches the opponent upwards extremely high and once they're at max height, they'll have all their air options making an escape inevitable.


Most of Millia's strategies for avoiding wall break mainly come from how she decides to mix her opponent rather than how she tries to route her combos. Using things like grabs, crossups, and wall slumps are much more effective than changing the way she does her combos.


In-Depth Guide to Air Combos

Air combos are a big defining feature of Millia's gameplay as they are the main type of combo that Millia will go for after a successful H Disc (236H) mixup. Millia players should consider two things before trying to go for an air combo: Is going for a ground combo better? What are the best normals to combo with? What should the air combo end with?


Converting into Air Combos vs Ground Combos
Air combos vs ground combos is similar to The Difference Between 6H vs 2H, but slightly less simple. Assuming Millia does a reset like Kapel (j.236H) safe jump or c.S relaunch, the air combo will almost always lead to better oki. Air combo starters will change 2H's launch properties making oki follow-ups weaker (not always just usually), so instead ground combos are only used for 6H loop combos. The exception is when the opponent isn't high enough to use a good Kapel safe jump setup, in which case the ground combo usually has better oki. Also if the opponent is in the corner and Millia can't side swap, then the difference in oki is negligible.


Comboing with j.K vs j.S vs j.H
Millia players has three main air normals she can use to combo into j.D. Knowing the difference between each one can help a Millia play map out they're own combo theory.



j.K: While it does have the lowest in damage, it's definitely the easiest one to use. Opting for j.K only will make air comboing easier, allowing beginner Millia players to focus more on other aspects of Millia rather than just combos. However, the move is still useful in high level play as some air combos will drop if Millia doesn't use j.K. It can be used for setting up Kapel safe jump 50/50s if the opponent is close.
j.S: Generally what most Millia players want to use. It's very easy to use and only needs to be swapped for j.K in very specific scenarios that are easy to learn. The damage is also decently higher than that of j.K depending on how many are used. It can be used for setting up Kapel safe jump 50/50s if the opponent is far away.
j.H: A much harder to use air combo tool. Midscreen it's an extremely character specific tool to combo with that can often times only be used once or twice, however, in the corner it's basically free extra damage. It can sometimes be combined with Kapel to allow for wall break super. The damage increase isn't too high when used midscreen, so learning how to use it outside of the corner isn't necessary.


How Weight Affects Air Combos
Gravity and weight can have a significant effect on how and what air combos Millia can do. As such, learning weights and how they affect Millia's combos is important for consistently doing air combos and air combo resets. The guide will assume medium is the default weight.


Weight Chart
Weight Characters Memorization Tip
Light  Baiken
 Bridget
 Giovanna
 I-No
 Jack-O
 May
 Millia Rage
 Ramlethal Valentine
Only female characters are light.
Medium  Anji Mito
 Axl Low
 Chipp Zanuff
 Faust
 Happy Chaos
 Ky Kiske
 Sol Badguy
 Zato-1
 Testament
All non-big body non-female characters are medium.
Heavy  Goldlewis Dickinson
 Leo Whitefang
 Nagoriyuki
 Potemkin
All big body male characters are Heavy, except for Leo because he's got them huge swords.


Effects of Light Weight
Light weight characters have a floating effect to them making them launch higher than normal. This is good because it means that almost every type of air combo Millia can do is possible on them, but it can potentially also be bad as sometimes they'll float so high that Millia's air normals will whiff. If Millia is prepared, she can prevent this by delaying the first air normal after the first inital jump that she does. This will usually prevent light characters from floating too high.


Effects of Heavy Weight
Heavy characters are the exact opposite as their weight allows them to resist getting launched higher in air combos. This is pretty much always bad as it limits Millia's air combo choices significantly. It's most notable for players who use c.S relaunches and Kapel (j.236H) safe jump as high weight usually makes these resets either difficult or impossible. Millia will also have to use j.K more than normal which reduces the damage of her air combos quite a bit.


Interesting Note: Most players are not aware or simply don't care, but characters will have variable wake-up timings after knockdowns based on their weight. Light characters wake-up the slowest because they take longer to reach the ground. Meanwhile, heavy characters wake-up the fastest because they fall very quickly in comparison. The difference is not huge as it's usually around a 1-4 frame difference, however, 1-4 frames is all that it takes to make a safe jump fail.


Bad Moon (j.236P), Kapel (j.236H) Safe Jump, and Close Slash (c.S) Relaunch
The most important part of any air combo is the type of knockdown Millia decides to end with. Millia can no longer hard KD off air combos, instead she uses soft KDs to get oki after air combos. There are three main types of air combo soft KDs: Bad Moon, Kapel safe jump, and Close Slash relaunches.


Bad Moon (j.236P)
Bad Moon gives the weakest okizeme follow-up out of all three air combo enders, however, it doesn't sacrifice damage like the other options do and is very consistent requiring no character specific combos. Midscreen, Bad Moon is completely useless since all it can do is meaty with f.S or 2D which aren't very good options. However in the corner, it can provide a somewhat decent mixup game if the Millia player is willing to take the risk. In terms of wall breaking, Bad Moon can be surprisingly inconsistent at actually making the opponent wall splat which is either a good thing or a bad thing depending on playstyle.


Close Slash (c.S) Relaunch
c.S relaunch can either be used as a combo ender or as a reset depending on playstyle. As an ender, c.S relaunch can be comboed into Iron Savior (214P) for either a hard knockdown oki follow up, or it can be used as an almost guaranteed wall break setup. As a reset, c.S relaunch can be jump canceled into double airdash for a 4-way mixup that can safe jump if done correctly (delay 2nd airdash for sameside). The main problem with c.S relaunch is that it will only work on some air combo starters and is especially difficult to do against heavy characters.


Kapel (j.236H) Safe Jump (WIP)
Kapel safe jump is purely used as a reset rather than a true combo ender like the other two options. Kapel safe jump sacrifices the most damage and is the hardest to learn due to it being weight and starter specific. However, it easily makes up for this by having the best overall oki out of all three options. Below are the two most common Kapel safe jump setups.


Name Combo
Falling j.K/j.S Kapel safe jump (optional starter) > j.S > j.D jc j.S delay j.K/j.S airdash j.236H
Turbo Fall Kapel safe jump (optional starter) > j.S > j.D jc j.S > (j.D) > j.236K (delay) j.236H


Falling j.K/j.S Kapel Safe Jump
Needs expanding


Turbo Fall Kapel Safe Jump
Needs expanding


Note: There are other set-ups, but they're even more inconsistent than these two.

The Problem with Red RC and Blue RC Combos

Unfortunately for Millia, extending combos with red RC and blue RC is almost always a terrible choice. Using RC spends a lot of meter and applies a hidden meter gain debuff that reduces tension gain by 90%. If Millia is to waste her meter on RC it must be worth it. RC combos are simply not worth the significant loss in meter.


Red RC
Red RC is the most common RC for combos, however for Millia players, it should generally be avoided. Millia's RRC combos build up a lot of burst for the opponent and will only add a little bit of extra damage. Using red RC for combos is only done when:
#1: It's the only way to finish off the last of the opponent's health (a stray hit that won't combo or the combo will end before the opponent is finished).
#2: It's a RRC mixup option select (i.e. up-drift RRC Bad Moon (j.236P) and RRC Iron Savior (214P))
#3: It's to setup a meaty H Disc (236H) oki (Septem Voices (236236S) and PRC H Disc are usually better).
#4: It's to burst bait without loosing combo potential (viability of this technique is questionable).


Blue RC
Blue RC can also be used for combos, but unlike with red RC, it's a pretty bad combo tool for almost every character. Due to how difficult it is to setup a BRC mid-combo, most BRC combos only use it in the beginning of the combo. However, since BRC is only used in the beginning of most combos, the damage BRC combos do is almost identical to the non-BRC combos. Using blue RC for combos is only done when:
#1: It's the only way to finish off the last of the opponent's health (mainly just stray hits with j.H, less damage scaling compared to RRC).
#2: Blue RC can be used for side swapping which is useful for some playstyles.


If Millia is going to use meter to extend combos, then it should done exclusively through Septem Voices extensions. Millia's Septem Voices extensions combos do pretty good damage and have really good corner carry. The corner carry is important as wall breaking gives positive bonus which removes the meter gain debuff.


Winger (632146H) vs Septem Voices (236236S)

Aside from RC, Millia also has her supers, Septem Voices and Winger, which she can also use to increase damage or extend combos.


Septem Voices (236236S)
Septem Voices is super useful for combos thanks to it's good damage, range, and ability to extend combos. Almost every stray ground hit will combo into Septem Voices. Landing a Septem Voices on a grounded opponent will usually allow for an H Disc (236H) setup. However, an air-hit Septem Voices will allow Millia to extend her combos for even higher damage, or she can setup H Disc anyway and take advantage of the extra frame advantage to setup unique mixups. Combining Septem Voices with Mirazh (214K) cancelling will make it possible to do extensions even on ground hit or give even more frame advantage for H Disc mixups.


Winger (632146H)
Winger isn't nearly as useful for combos as Septem Voices is. It's short horizontal range makes it difficult to combo into, and it's lack of extension possibilities usually makes it a lower damaging choice despite Winger itself doing more damage. Winger is mainly used to break the wall for extra damage and to get the hard knockdown follow-up that wall break super gives. Winger can also be used mid-combo when combined with Mirazh (214K) cancelling to finish off the last of an opponents HP and deny the opponent the opportunity to burst.

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