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Version 1.43, English version of the FAQ
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                       - MILLIA RAGE -

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By: Foreverzero ([email protected])
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Copyrights:
First, the first:
This guide was made in December 13, 2003 and it belongs to Foreverzero.
It cannot be reproduced total or in partially form; it should be in
Gamefaqs (the english version, the Spanish version is in neoseeker), any
reproduction, sale or any action that breaks the copyright law will took
to legal problems, you cannot make it neither a change (unless it is for
personal or private use) or to expose it in another webs without my
permission. If you want to post my FAQ in another web send me a mail to my
electronic mail address ([email protected])

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VERSION HISTORY OF THE FAQ

- VERSION 1.43
ADDED THE NOTE OF THE COMBOS THAT ARE ONLY AVALIABLE WHEN GUILTY GEAR
MODE ITS ACTIVE. MY APOLOGIES. Oh, and the trigger fo the track
"Still in the Dark", thanks to Chrono Cross Dragon!

- VERSION 1.42
Changed the "logic" of the endless combo, so it's more compatible to
connect with all the characters. Added a tactic about this endless combo,
in the Tactics section.

- VERSION 1.40
Added an Endless Combo in Millia normal and Millia EX mode; have fun ;).

- VERSION 1.35
Some corrections, changed some Earth to Air combos to be more easily to
connect them with the opponent. Changed some tactics vs. other characters,
other minimun changes.

- VERSION 1.30
Added one combo (a great one) in the air to earth combo section (only with
Millia EX), added more information about how to defeat May and Axl.

- VERSION 1.20
Modified some combos, added a destructive combo (in Earth to Air section
of Millia in EX mode), all the combos have been tested many times.

- VERSION 1.10
Fixed some combos (to be able to hit more characters), added one more
tactic, fixed some spelling errors. Complete FAQ if something isn't missed.

- VERSION 1.00
Finished the strategies against other characters section, fixed a lot
of spelling errors, added the version history of the faq.

- VERSION 0.90
Almost finished traducing the FAQ of Spanish to english, only
the strategies against other characters section is incomplete.

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Index:
1. Introduction
2. Introduction to the game
3. Nomenclature used in this guide
4. The Basic thing
5. History of Millia and other data
6. Movements of Millia
7. Combos
8. Tactics (IMPORTANT!)
9. Strategies against other characters
10. Credits

NOTE: For quick search, shadow the section to which you want to arrive,
then press "Ctrl + B" (if it is a version of Windows in Spanish,
otherwise "Crtl + F") and later "Enter" (or "Return"), you arrived
this way to the section that you want in a breeze ;)


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1. Introduction

Well, here ends all these formalities, and WELCOME TO MI FIRST FAQ!! so if
there is some error, send me an e-mail, Ok? ;)
JESUS, I made this FAQ originally in Spanish, but I don't knew that in
GameFAQs, they no longer accept foreign language in Depth FAQs!! So don't
bother me if there is some bad spelling, because I don't talk so well
the english. The Spanish version of this FAQ is in neoseeker.com, if you
want it.
Because for those that wonder why is the reason to make a FAQ of only one
character??... because you can explain better their techniques and
any other information, but always deep. Millia is the character that
I like of the whole series of games of Guilty Gear (the second is
Robo-Ky), she's quick in attacks, good combos.... that will be detailed
later. Because Millia has few changes in it?s EX version, I will also
embrace that type (that in fact is with the one that we will work most of
the time) and a small mention in their way in Gold (in Shadow only
increases its speed and she has infinite tension).
Perhaps later I will make a guide of Robo-Ky, who knows, but for the
moment I believe that already you're tired of this introduction so
let us continue for that what in fact you are reading...


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2. Introduction to the game

Some have wondered: but what it's Guilty Gear??... Guilty Gear is a
2-D fighting game that came out for the PSX but that pitifully it was not
very good (perhaps for that time maybe -_-); years later, the Guilty
Gear X came out for the Dreamcast, sequel of the Guilty Gear. It was
superior in all the ways to its predecessor. There's a version for the
PS2 and also one for the Gameboy Advance (with their limits, of course but
also with some interesting features, like 3-3 battle or tag battle).
Another one, the Guilty Gear X plus only came out there in Japan, in the
one which you could already select Kliff and Justice. Time later, it
came out Guilty Gear XX The Midnight Carnival. Thanks to the popularity
that is having this game, in Japan an Arcadia comes out and in February
of 2003 came out the version for America, called Guilty Gear X2.
There is a another version, called Japan Guilty XX Gear #Reload, but
only in Japan, with many changes in some characters (weaker/stronger
attacks in some characters, a Robo-Ky completely different in all their
attacks, etc), but this version didn't come out for America :(.
Guilty Gear X2 is a fighting game in 2-D with very original characters
and AWESOME designs, the graphics are very good, the resolution is
very good, the music is THE BEST and it doesn't leave your head for a
while, the control very well adapted and easy of getting used and

history of among game to game that is interesting, besides an engine of
very quick game.

Now, other they wondered: and which the history of Guilty Gear is??...
(if there is some error here, warn me). Because everything begins in the
Guilty Gear, and it counts that there is a "Gear" (Testament) trying to
bring to the life to the most powerful Gear of all, called "Justice"; if
Justice is not stopped, all the Gears then will not stop to operate.
Those Gears are some bioweapons that were invented for a conflict that
it arose, but the gears put on against the humans and this way a war
begins against the gears, in the one which the most powerful is Justice.
At the end, "Sol Badguy" finishes Justice (Sol is also a Gear) but Sol
doesn't leave his operation, for being "a prototype." Already in
the Guilty Gear X, realizes that even when leaving contained Justice,
the Gears doesn't stop, then the rumors of a Gear arrive, called "Dizzy",
which has been born with the powers of a Gear.
Then they define to give a recompense to who kills Dizzy... it finishes
that Sol defeat Dizzy, but for some reason he leaves she alive. Sol
doesn't claim the reward and it finishes "Jam" claim it, to build up
her destroyed restaurant. It continues in Guilty Gear X2 that the Gears
won't stop until "that man" is defeated. Then so begins the search of
"that man". "Johnny" finds Dizzy and it takes it to him where "May", and
it finishes living there. "Baiken" looks for vengeance for "that man"
that kill their parents and it lost an eye and an arm. "Anji Mito" it
also looks for vengeance against "that man". "Zato-1" dies in
Guilty Gear X and "Eddie" (the shade) takes control of his body, but
another guest is required in order to survive. MILLIA continues fighting
against Eddie for fear to the return of he and Venom realizes that Zato
has died, then he requests that "Slayer" returns, who was the leader of
the assassins
(Millia, Venom, Slayer and Eddie refer to the assassins).
I-no is in search for "that man"; Bridget looks for the recompense of
Dizzy without to know that it was already claimed; Testament has an
uncertain future now that it no longer protects Dizzy; Axl Low looks for
"that man" because he can be one that has information of returning at
his time; Ky looks for an answer of which it is the true justice... and
in short, this it is a quick view to the history of Guilty Gear, now you
are your the one that has to know the final of each one in Guilty Gear X2.
There is a movie of Guilty Gear X where it is related in better way the
beginning of all (the gears, "that man", etc) and other things that they
don't mention in the game. PLEASE, IF SOMEBODY HAS THAT MOVIE, KNOWS
WHERE TO DOWNLOAD IT OR ANY OTHER INFO, SEND ME AN ELECTRONIC MAIL,
PLEASE!!!!!!!

I finish this way the intro of this game, Next!!


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3. Nomenclature used in this guide

This is something of what you should notice in the FAQ of fights.
I will try to leave it to it but easy to understand.

F = Forward
B = Back
C = Down
J = Jump (or Up)
BC = Back and Down at the same time
FC = Forward and Down at the same time
P = Punch
K = Kick
S = Slash
HS = Hard Slash
D = Dust
RC = Roman Cancel
FR = False Roman Cancel

U> = Half circle forward   (B, BC, C, FC, F)
<U = Half circle backward  (F, FC, C, BC, B)

)> = Quarter circle forward  (C, FC, F)
<( = Quarter circle backward (C, BC, B)

, = after that command, it continues...
Dp = Command of Dragon Punch - F, )> -
+ = that command and the button...  - Ex: Dp+S -
*= To cancel and to give attack immediately (Some attacks give more than
                                             1 hit, and they can be
                                             canceled for another
                                             movement before it gives
                                             the other hits.
                                             I will indicate after which
                                             hit to cancel and to give
                                             the attack.
                                             (Ex: *F+P (1hit), HS)

Cj. = Cancel the move with jump  - ex: C+HS with Millia elevates the
                                  opponent, then half time you connect
                                  the attack, jump quickly (either
                                  toward the opponent or only up)
                                  before it finishes the animation of
                                  the attack and then continue the combo,
                                  if the attack with which you continue
                                  is can be canceled with a jump -
Opj. = Jumps toward the opponent
Mj. = In the air
dF, = Dash forward
dB, = Dash backward

Well, I believe that you already understand so we pass to the basic thing,
perhaps you will find one or two interesting things.



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4. The Basic thing

This is what the game offers us:

- Tension Gauge
 This bar is practically the center of the biggest things that you can
 make in Guilty Gear X2. You need this bar to do those
 Overdrive, the Faultless Defense, the Roman Cancel and False Roman
 Cancel, Dead Angle Attacks, is the timer when entering in mode of
 Instant Kill... it is VERY important. This is the bar that is in the
 inferior part of the screen. If it's at 1/4 of all their capacity,
 you can do a False Roman Cancel; if it's at 1/2 can do
 or an overdrive, roman cancel or a dead angle attack. If it's full one,
 you can do 2 of the movements before mentioned or there are some
 overdrives that need the whole bar (the Gamma Ray of Dizzy and
 Justice, or the complete Winger of Millia in EX mode). The faultless
 Defense can be used as well as the timer of the Instant Kill in
 any moment but both will go draining tension little by little.
 But here the important thing comes: this  bar is filled in a
 high grade if you attack, you make combos or if so  you go in
 running or walking towards the opponent, and it's filled in a quite low
 rate for attacks that receive or that you cover. And more you use an
 Overdrives, the less you fill the tension gauge for a while. Likewise
 if you use a Roman Cancel or Dead Angle Attack, although for a short
 period. If you are granted with a Negative Penalty, your bar will be
 filled VERY slowly, and for a longer time (AND in this game, that is
 something fatal).

- Negative Penalty
 Since we mention the Negative Penalty, this one is sanctioned if a lot
 of time you passes covering or escaping or sew for the style for a good
 time, so better you avoid that game type.
 Remember, if you are sanctioned, your tension will be filled very
 slowly for a good time... in the one that perhaps don't survive...

- Guard Gauge
 This is the bar that its under the bar of energy of each fighter;
 while you block an attack, it will fill and if you don't receive an
 attack but block everything... it will begin to flash, making that the
 next attack that you receive will do more damage than normal, and
 any attack will be a Counter Hit. While you receive damage, this bar
 will be reduced and when its almost empty , you will receive little
 damage (this is the cause why Overdrives don't do normal damage after
 a combo...they remove a lot less than what it usually removes). After
 you finish the attack, the bar its returned to their normal position
 (to the one half). Be careful, because with Millia if your bar its
 flashing, the next attack if it will hurt you BIG TIME (literally);
 for if you don't know, Millia is one of the characters that receives
 more damage (after Chipp and Kliff) but we will see to not concerning
 in that ;)

- Burst Gauge
 Since we are with this of the bars, also this other one apart from your
 energy that is not so much a bar but a word ("Burst"). This can be
 activated if its not red; when you use it, can pass three things:
a.If you are attacked and you use it to move away the opponent or to cut
 a combo, the word Burst will be "emptied" almost completely, leaving
  as 2/3. I recommend using this option if they are being carried
 out in a combo that take a lot of damage, or think about it: it's the
 final round, you and the opponent are almost dying, and you make a
 mistake but... Burst! you stop the combo and you go for revenge in no
 time (with Millia it's easy) and you finish it ðMuahahahahaha!
 (I seemed a soccer commentator:)
b.If you not receive an attack and you connect it to the opponent, ðyour
 tension gauge will be filled completely! This is the best bonus of the
 Burst, and even you will have 2/3 of the word Burst. This is the best
 recommendation, for example to do the complete Winger in EX mode
 with Millia.
c.If you use it for anything, you didn't give to the opponent neither

 emptied completely, ðCongratulations!
 Now, to fill the bar again, the most of time it's is not filled at
 the same round, but in a fight against Millia (in many of

 the cases) to BOTH (opponent and you) will be filled their bars in no
 time (See section of tactics for info), there it depends of who uses
 the Burst better.

- Faultless Defense
 If you maintain pressed B+K+P or BC+K+P, and you have Tension, then a
 green sphere will come out covering the character. This is one of the
 things that is useful in the game, if the opponent give you a lot of
 attacks and you cannot stop it, at least it can be moved away a little
 than if you cover in the normal way; but the most useful function it's
 that you take much less damage, almost NULL to what you usually receive
 if you are covering (too useful if Justice carries out its Gamma
 Ray and you cannot stop it, then it is not of other way... Faultless
 Defense). Another function is that if you use it while you are air, you
 can cover of attacks that they come from the floor (that which is no
 usually available). Also with some movements you can cut the time of
 recovery of these if you do the Faultless Defense, so if you
 think that you can't react in time, use the Faultless Defense.
 But the bad point is that while you use it, it absorb little by little
 the bar of tension so use it if your opponent does an Overdrive and you
 cannot avoid it (in many cases like the Overdrive of Venom) or if
 already you're about to die, don't doubt to use it, as a last breath
 (a lot of times you can change the things in a fight)

- Roman Cancel (RC) and False Roman Cancel (FR)
 If we say that you used an Overdrive but the opponent covered and you
 will receive a punishment for your mistake, you can use the Roman
 Cancel.
 The Roman Cancel allows you to cancel the movement that you're doing
 and this way to be possible to cover or to continue a combo or anything
 that comes to your mind.
 But you can use the Roman Cancel if the attack IMPACTED THE OPPONENT,
 EITHER IF IT WAS COVERING OR NOT, and of course, if you have 1/2 of
 available tension. When doing it, a red aura will come out of the
 fighter and from this you can make the other action that you want.
 The False Roman Cancel is very different: few movements are able to
 to cancel with the FR and it is very strict the time that you should
 make it.
 With Millia there are two movements, the "Iron Sabre" and the "Tandem
 Top." With the FR it is not necessary that a movement has impacted, and
 it will consume 1/4 of the tension gauge. I recommend you to
 assign a button (perhaps L2) to use them, otherwise you should press
 K+S+HS.

- Dead Angle Attacks
 These are counters for any character, you do them by pressing
 Forward (F)+ two attack buttons. These spend 1/2 of your tension
 gauge, doesn't do great damage and they don't have a lot of reach,
 although they are VERY quick. With Millia we won't use them in
 absolute, better it's to keep 50% of tension for better things.

- Instant Kill
 These movements defeat the opponent without caring the energy neither
 anything, if they impact the opponent it's fried. To enter in way of
 Instant Kill, you should press K+P+S+HS, the bottom will become black
 and your tension changed to a bar that will be reduced little by little,
 if it's that you had tension. Once in this mode, when your tension is
 empty, it will be drained your energy unless you leave the mode of
 Instant Kill, for that which you should press the four attack buttons.
 If you leave the mode of Instant Kill, your tension gauge will be back
 to zero; if you fail in connecting the Instant Kill, you will not have
 tension gauge for the rest of the round... it depends on you if to use
 them or not, I don't recommend so much to use them, but if the opponent
 uses them, why you not? although that, if you fail, get ready, because
 it will come a hard fight for you.
 Another thing, you cannot do anything that it occupies tension while
 you're in the mode of Instant Kill.

----- Good, we already saw all the related with the Tension Gauge, now

     we go to other basic things of the game

- Double Jump
 All the characters can do double jump, you can make it by jumping
 another time in any moment of the first jump. There are some characters
 (like Justice) that has three jumps.  Millia can jump twice.

- High Jump
 All the characters can also do a High Jump, this can be do pressing
 C, J quickly (we will see if you understood... down and Up (or jump);
 you have to memorize well the nomenclature, ok?). The High Jump is
 higher than a jump (logical), but you don't underestimate it that if
 you have double jump you don't need the High Jump... Wrong!! The high
 Jump is immediate and many times it serves if an opponent jumps a lot,
 you can continue his jumping game using the High Jump, but you will
 have the advantage in the air game, because you will be more high, and
 he will not have the time to jump again. You can use the dash in a High
 Jump, but not jump another time... although that is not important with
 Millia, because we have the "almighty" double dash, so you don't worry.

- Run and Dash
 When you press F, F quickly, in the floor your character will run
 (except for Potemkin, Johnny and Slayer, these last ones are
 different, Potemkin cannot run and he doesn't have dash).
 When you run, your tension gauge is filled quickly but you are a little
 open and you have to use the Faultless Defense to cover quickly if you
 are surprised by some overdrive or another attack (sometimes you
 reaction with normal covering).
 The dash is in the same way, only THAT IS IN THE AIR; some characters
 have two dash (MILLIA and Dizzy) and another has three (Justice). In a
 dash, your character advance horizontally in the air and later lower
 its altitude, while it's in a dash can give attacks, so we have
 several combos to the disposition, BUT if you do the dash, in the
 middle of it you don't have the chance to cover, and neither the
 Faultless Defense will save you. Millia, as I said, has two dash, so
 already you imagine all the plays that I have prepared.... jejejejej....
 MHAHAHAHAHAHAJAJAJAJA!! (maybe I?m a little crazy...)

- Dizzy
 I don't SPEAK OF THE CHARACTER, Dizzy is a state in the one that a
 fighter is vulnerable to anything. You can enter in this state if you
 receive a long combo, many hits in a short period, or if you receive
 counter hit each time or some non prospective attack.
 You can leave Dizzy pressing rapidly the buttons or pressing the arrows.

- Stagger
 The stagger is a "mini Dizzy" state, for a short period you're
 vulnerable, and you can recognize it when you have a sign of a lever
 over the character. Some moves leave in Stagger... Millia has two
 movements, these are:

 F+P = Only if gives as a Counter Hit
 Mj. <(+S = this is the command of Silent Force, only if it is a Counter
            Hit rots to get stagger to the opponent... Another good
            one form to make some dirty tactics with Millia...

 And well, to take off quick of the stagger press the buttons or the
 arrows.


- Counter Hit
 I have spoken of the Counter Hit but some walk lost and they say: What
 in the Hell is this? The Counter Hit is the cancel of an attack
 of the one opponent with one yours... An example: If Sol fights against
 Millia, you use F+HS, but Sol uses its Dp+S... you didn't make him
 a scratch, but he canceled your attack with other... something that I
 hate...
 But, many times a counter hit can simply be given with a simple attack
 to the opponent... Ex: a weak attack (Ex: P) against one strong
 (Ex: HS), the weak one is quick and will block the strong one and you
 can continue your attack.... There are exceptions, but it is this way
 like it works mostly (If there is some error of what I say here, warn
 me)

- Opposing Hit
 I believe that it calls this way, anyway: when the movement of two
 fighters impact at the same time, lightning will appear in the screen,
 in the center of the impact. The time of recovery of the movement that
 have been made it will be interrupted and BOTH can continue with
 another movement immediately. It sometimes passes that your and the
 opponent attack hit always at the same time (Ex: Millia and Sol, if
 they attack both with C+P, never end up...), then I recommend that you
 don't cut it and wait until your tension gauge is filled, then if
 you're very quick, use an overdrive for a pleasant surprise, otherwise
 cover or do other thing,(USE THE OVERDRIVE ONLY IF YOU ARE VERY QUICK...
 maybe you can learn from Chipp :)

- Air Recovery
 Many times after an attack, if it launches you to the air, you can
 recover by pressing P+K, you will be this way clever to do anything
 you want to do. BUT there are some attacks of some characters that you
 cannot recover in the air (Ex: <(+K with Robo-Ky) so you don't miss
 yourself. It also sometimes passes that you recover without possibility
 of defending (although it is strange and I have not confirmed it well,
 the faultless defense neither reacts... it passes a lot of time to a
 friend, but I don't know if it's he or is part of the game... correct
 me if I am mistaken)

- Dust (D)
 The Dust before was do by pressing S+HS, but today there only the need
 to press the button that you assign. The dust sends your opponent to
 fly and you can follow him by pressing up (J) and to give him a good
 one combo. Usually the combos in a Dust (if you continue to go for the
 opponent) don't do great damage, but it is very important part of the
 strategies in the game. The Dust must be covered by pressing B (back)
 otherwise it will impact you... there is the strategy THERE:
 as it cannot be cover down, for an opponent that covers a lot form down
 and also covers when you attack it from the air, the Dust will be a
 good form of confusing it and force him to leave its defense position.
 Although the Dust is something slow in the time of execution, if you
 use it correctly it will be a good form for to combine it with your
 offensive and to break the opponent's defense... already we will do
 some strategies with Millia in this aspect.

- Sweep
 If you press C+D (Down+Dust... got it?) you do an attack that if it is
 not covered from down (BC) it will knockdown the opponent. An important
 attack since in Millia it's a little quick.

- Air Knockdown attack
 If you use the D in a jump (Mj.) you do an attack that well it will
 knock the opponent or will sent it to bounce in the limit of the screen
 (we will call it wall). With Millia this attack is very good, since it
 sends to the opponent to bounce t the wall and to be able to him
 to attack if it is that you have left time, but at least you moved away
 it and you can go to the counterattack.

- Knockdown
 When I refer to knock(ed) or knockdown it is that the opponent falls to
 the floor and it takes a little time in getting up again. If it bounces
 in  a wall, either it will be knocked or it can recover (if there is
 space between the floor and he) with P+K (air recovery). Now, while the
 opponent it's knocked, you can give him a combo before he/she gets up...
 but the bad point is that these small combos do little damage, even when
 you combine it with an overdrive. But don't get disappointed, sometimes
 that little one that you remove him when it's knocked can decide
 everything at the end of a battle.

- Throw
 If you press F+HS or B+HS VERY CLOSE of the opponent, you will perform
 a throw. These remove an acceptable quantity of energy, but... I leave
 to you the decision of using it or not. Regarding my, I don't use them
 unless it was an accident, and if it's, I leave that the one opponent
 also throw me... I know, they were invented for not being covered the
 whole time, but there is the Dust and other tactics, here these are
 considered as unworthy moves, if you go to the Arcadias with disposition
 of using them... I don't know what will happen.

- Air throw
 The same thing, only that's in the air. Although with these you don't
 have be so close, and you should always mark F+HS or B+HS. No made a
 mistake with movements like the one of Sol or Ky, that ARE NOT THROWS,
 they seem as a throw BUT it IS NOT IT, and to be being a special
 movement is worthy of a good opponent. I will not give tactics with the
 throws, maybe later (in other version of the FAQ)

Fuffff! I believe we finally finish all the basic one, today we go with
MILLIAAAA!!


::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


5. History of Millia and other data

Name: Millia Rage
Height: 1.69 mt
Weight: 48 kg
Birthplace: Russia
Date of birth: Unknown (She is orphan)
Type of Blood: B
Color of eyes: Blue
She likes: To pursue cats
Important things to her: The chastity
She doesn't like : drops her hair, Zato-1 (Eddie)
Voice actress: Sumitomo Yuuko

- History
 Losing their parents when it was even small, Millia was taken care and
 trained by a group of assassins who were interested in using their hair
 as versatile weapon to kill people. But this life was not very received
 by Millia; in contrary, her conscience was telling to Millia that she
 have to leave that organization. Not being able to left, the only form
 was to defeat the leader, Zato, since he was the obstacle of Millia to
 retire.
 Finally, Millia is able to defeat Zato and to get some freedom, but all
 this didn't convince Millia and something told her that not yet there
 was gotten the absolute freedom. She had to finish with Zato once and
 for all (now possesed by Eddie, the shadow)
 She defeated Zato (Eddie) definitively, and there it is where she
 understood that Zato has been controlled by the shade (Eddie) and it was
 no longer the will of Zato, but that of Eddie.
 Having believed that everything has finished... it defeated Zato,
 she is now able to begin a new life, but...

- Soundtrack
 As I said before, the music of Guilty Gear X2 is very good and they sell
 it in two CDs, but the game also brings an option to listen to it
 peacefully. The name of the track of Millia is "Writhe in Pain", and
 there is of the Guilty Gear X, that is synthesized (if I am not mistaken)
 and that of the Guilty Gear X2 that is already played with real
 instruments, something like "live" and that one sound very well.
 As I said, you can buy the soundtrack but you can also extract those
 tracks from the game. All that you need is:
a)The game =)
b)A DVD to be able to read it in the computer.
c)A program that is called "MFaudio". This is a program can extract the
 audio of the games of PS2, although it is an unknown format. As the file
 that contains all the audio is called "MUSIC.PCX", the program took it
 as RAW format and you should put in an Interleave value of 200 and ð
 ready!  you extract it in a file WAV, you pass it to MP3 and you already
 have almost the whole music, and you can cut all the tracks from that
 file to have it orderly (it can be done with Nero Wave Editor).
d)The Isobuster, if the MFaudio doesn't read the MUSIC.PCX from the
 DVD. You can extract the file MUSIC.PCX to your PC and you open the file
 from there. It happened to me that I cannot open the file from the DVD,
 so that's the solution.
 Remember that you can extract only if you have the game, otherwise its
 against the law... I only warn you, ok? :)

- Other interesting data
 When fighting Millia vs. Eddie (before named Zato) there will be an
 introduction before the battle start. They say different things.
 The Instant Kill of Millia, "Iron Maiden", has the same name of the
 famous band of Heavy Metal, Yeeahh! ~_^
 When two assassins fight (Millia, Slayer, Eddie or Venom) instead of
 some of their tracks, will reproduce the one of "Assassin vs. Assassin."
 If you know how to activate the track "Still in the Dark", then please
 tell me.
 By Chrono Cross Dragon:
 "I was answering you to your question about the "Still in the Dark" track.
 You can hear it when you usually fight using "Millia Vs Zato", and
 when you fight Eddie in the 1st Ending of Millia."


::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


6. Movements of Millia

First we will see the command of the movements, later we will see the
description of them. In the description I will put if one can be RC, FR,
or Cj. (Cancel with a jump). First normal Millia and later EX mode.

------------------------
|| MILLIA RAGE (normal) ||
------------------------

BASIC MOVEMENTS

Punch = P
Kick = K
Slash = S (there are two versions: close and far)
Hard Slash = HS
Punch forward = F+P
Kick forward = F+K
Hard Slash forward = F+HS
Punch down = C+P
Kick down = C+K
Slash down = C+S
Hard Slash down = C+HS
Punch in the air = Mj. P
Kick in the air = Mj. K
Slash in the air = Mj. S
Hard Slash in the air = Mj. HS
Dust = D
Sweep = C+D
Air Knockdown = Mj. D
Throw = F+HS or B+HS (near the opponent)
Air throw = Mj. F+HS or B+HS (near the opponent)
Dead Angle = (covered) F+(dos attack buttons)

SPECIAL MOVEMENTS

Tandem Top =)> +S/HS (one can be done with S and the other with HS)
Lust Shaker = S,S,S,S,S,S,S... OR <(+S,S,S,S,S,S....
Secret Garden = <(+HS, later (direction)+HS for the direction of the orb.
Iron Sabre = <(+P
Zenten = <(+K
Bad Moon = Mj. )>+P
Silent Force = Mj. <(+S
Kousoku Rakka = Mj. )>+K

OVERDRIVES
Winger = <(, U> + HS
Emerald Rain = )>, )> + S

INSTANT KILL
Iron Maiden = )>, )> + HS (In mode of Instant Kill)

-------------
| DESCRIPTION |
-------------
NOTE: Almost all the movements can usually be canceled (*),
     so I will put when a move cannot be cancelled normally.


BASIC MOVEMENTS

Punch:     RC = Yes   FR = No   Cj. = Yes
Simple attack. To begin combos (It's better C+P)

Kick:      RC = Yes   FR = No   Cj. = Yes
It hits down, mid and up, so is a good attack. Good to follow normal
combos and to follow combos when the opponent it's knocked.

Slash: (Short version)   RC = Yes   FR = No   Cj. = Yes
Similar to the previous one. Good to follow most of the combos of
Millia and the combos when the opponent it's knocked. It gives two hits.

Slash: (Distant version)   RC = Yes   FR = No   Cj. = No
Quick attack and with good range, good to follow it after the short slash
in a combo. It can be used in a combo with the Emerald Rain.

Hard Slash:   RC = Yes   FR = No   Cj. = No
Attack with good reach that if it impacts closely gives 2 hits. But it
will be used mostly to finish a combo without knocking the opponent and
move away the opponent a little; combinable with Emerald Rain.

Punch forward:   RC = Yes   FR = No   Cj. = No
You give an attack with the hair in flower form. If you're close it will
give two hits, an if it hits as counter hit it will be a stagger. But
it will be more useful to stop many special movements of several
characters... pitifully the Dp+S/HS of Sol cannot be stopped :(, but even
don't forget it, it will serve you and has good range.

Kick forward:   RC = Yes   FR = No   Cj. = No
A kick something slow in the execution but that it avoids attacks that
that come from down. Only used for that, combos cannot be continued with
this kick.

Hard Slash forward:   RC = Yes   FR = No   Cj. = No
ðThis is an attack! Although it takes a little in being executed, this
attack has an incredible reach and it do a very good quantity of damage.
Use for everything, fewer stop combos. You can hit an air opponent if it's
not much high, and by the range you can use this attack to hit a knocked
opponent from a good distance if you cannot reach him to give a combo.
Use it for EVERYTHING, priority to a tactical game A LOT to give an
extra hit to a knocked opponent.

Punch down:   RC = Yes   FR = No   Cj. = No
Simple attack. Gives little damage; combos initiator, ok?

Kick down:    RC = Yes   FR = No   Cj. = No
The same as the previous one, with the difference that this always gives
to opponents that are not covered for down; the previous (C+P) hit down
many times but not always, so you can use this (C+K) to begin many combos,
but it's not so quick as the C+P, anyway you can follow a combo.
Use it according to the situation.

Slash down:    RC = Yes   FR = No   Cj. = Yes
Attack that is as the previous one, it impacts an opponent not covering
down; good to combine it with the Winger.

Hard Slash down:   RC = Yes   FR = No   Cj. = Yes
Attack that launches the opponent to the air, so you can follow with a
combo. Excellent to combine it with the Winger, but the time of recovery
of this move makes you open to an attack for a short time, if it doesn't
impact.

Punch in the air:   RC = Yes   FR = No   Cj. = No
Mainly use to make combos in the air. Although you cannot use it for
to cancel an attack in the floor and continue the combo in the air.

Kick in the air:   RC = Yes   FR = No   Cj. = Yes
This on the contrary, you can join it to continue the combo in the air
(Ex: C+HS, Cj. J+K), you cannot give two of these kicks in a chain, so
you should combine it with Mj. P to continue an combo
(Ex: C+HS, Mj. Opj.+K, Mj. P, Mj. K, Mj. HS) (Translation: if you don't
still understand: Down+HS, you Cancel and jump toward the opponent with
kick, then punch, kick, finish with HS)

Slash in the air:   RC = Yes   FR = No   Cj. = No
A attack used mostly to attack from the air to the earth, and as first
attacks in an combo using Dust (to cause bigger damage).

Hard slash in the air:   RC = Yes   FR = No   Cj. = No
This attack gives 3 hits (if it hit completely). You can use it to finish
air combos (it sends them to the ground) or also to attack the enemy when
it's over you (if it's space so that this attack impact when you jump).

Dust:   RC = Yes   FR = No   Cj. =???
THIS ATTACK CANNOT BE NORMALLY CANCELED
The dust of Millia is slow (as almost all the Dust of all the characters)
and you notice it with easiness. The thing is to deceive the opponent.
Remember to follow the opponent for a combo pressing up once it impacts.

Sweep:   RC = Yes   FR = No   Cj. = No
On the contrary, the sweep is quick and you can follow it with F+HS or
with the Iron Sabre. Very useful.

Air Knockdown:   RC = Yes   FR = No   Cj. = No
This is also good, and although few times it impacts the opponents that
are in ground, you can make it. This attack also has a great distance.
This attack will knockdown or make the opponent to bounce in the wall.


Throw:   RC = No   FR = No   Cj. = No
This is simple, and it crosses the opponent so you are to the other one
side if you execute it, then you can follow it with F+HS or Iron Sabre
before he/she gets up, for extra damage.

Air throw:   RC = No   FR = No   Cj. = No
This is almost the same thing, and by the way the same recommendation: you
can combine it with F+HS if you are able to arrive before he/she gets up.

Dead Angle:   RC = Yes   FR = No   Cj. = No
THIS ATTACK CANNOT BE CANCELED NORMALLY
This counter in Millia practically doesn't SERVE, it's very short the
reach and you cannot cancel it, you cannot follow it in the air and
neither it sends far the opponent. I don't recommend using it, unless
in a desperate situation.


SPECIAL MOVEMENTS

Tandem Top:   RC = No   FR = Yes   Cj. = No
In this move, a green disk appears where Millia is and it impacts the
opponent if it's in the moment that is formed the green disk. With S the
one is formed very quick, with HS it takes the disk to appear
approximately 1 sec. To make the FR, it should have passed 14 frames...
in other words, before the first disk appears (the FR is only available in
the HS version of this move)

Lust Shaker:   RC = Yes   FR = No   Cj. = No
THE MOST IMPORTANT MOVE OF MILLIA (and who tells me the contrary it has
to be a good reason). The Lust Shaker hits the opponent many times, being
filled the tension gauge quickly and also the burst (to both).
If you have the correct timing, you make a combo of 16 hits with the
Lust Shaker, and it is preferable to use it like punishment or termination
of a combo. Imagine, Sol fails its Dp+HS and ðjajajaja! you wait for it
with your Lust Shaker, and if you have good timing, you will give him a
combo of 16 hits... learn how to use, and your opponent will be a kitten
wondering if to use a dragon punch or not, but when he/she finishes
deciding you will already have defeated it jejejeje :).

Secret Garden:  RC = No   FR = No   Cj. = No
In this movement, Millia is very vulnerable and in the time that you
executes it, you can give the direction of the orb. Ex: Before the orb
comes out completely, if you give C+HS, F+HS, J+H, and C+HS, you would
have listened 4 sounds that are the commands. The orb after going up, will go
down, later forward, up and down. In all that, you can already move but
the time of execution is big, you can be hit easily. Use it if your
opponent stays a lot waiting your attack or if it is Potemkin or Johnny,
which don't arrive easily towards you; but, there are better things,
don't think of using it.

Iron Sabre:   RC = Yes   FR = Yes   Cj. = No
Another important movement. Millia makes a sword and ride over it, and
don't stop until it collides with something (opponent or wall) or if she's
hit. You cannot include this in combos, but very useful in the work of
confusing the opponent. It hits for down but if the opponent covers, you
recover somewhat quick, so there is not so much problem in using it. For
the one FR, has to be when is formed the sword, but that it doesn't begin
to move. We will already give tactics with this movement.

Zenten:    RC = No   FR = No   Cj. = No
Movement used to avoid. It is not a attack, it is advisable to avoid air
movements or to go to the opponent's other side. There is several tactics
to use it very well, but don't use it to go closer to the opponent.

Bad Moon:   RC = Yes   FR = No   Cj. = No
Another important addition to the defense as well as to the offensive of
Millia. Millia leaves "rotating" in the air with this movement, until
it arrives to the floor or if she's hit. She won't stop even if she
impacts the opponent, but if the opponent covers, either in the earth or
air, she will be stopped. This attack gives 3 hits (if it gives them all,
of course) and their descent is a little slow, but combine it with
Kousoku Rakka and you have a terrible weapon to confuse the opponent.

Silent Force:  RC = Yes   FR = No   Cj. = No
This attack it's VERY IMPORTANT, don't forget it. When using it, it
launch a "hair" of Millia at full speed to an angle of 45›, time of
execution is Null, and so is the damage, but it stops all attack (so far,
I have not seen that it doesn't stop something) although a bad point
it's that you cannot use it again if you don't go for it, this can be made
by pressing C at the place where the hair is.

Kousoku Rakka:   RC = No   FR = No   Cj. = No
With this movement, Millia falls to a lot of speed in an angle of 45›
(I believe). It's not an attack, but not for that reason it's not useful.
See tactics for more information.


OVERDRIVES

Winger:   RC = Yes   FR = No   Cj. = No
With this overdrive, Millia rises and later it descends. When rising,
she goes hitting the opponent and when descending, she gives a single hit.
It is the overdrive of Millia that do more damage (which is very good)

Emerald Rain:   RC = No   FR = No   Cj. = No
With this attack, Millia throws three disks horizontally, one later
of the other one. The time of execution is short, but the speed of those
disks are not very good, for what is better to execute it from close,
so if you use it from far away, the opponent can jump it easily and leave
Millia vulnerable.
The damage is not as good as of the Winger, and in an combo it is worse,
but for their short time of execution and if it is executed closely she
can give one big surprise.


INSTANT KILL

Iron Maiden:   RC = No   FR = No   Cj. = No

What would leave the combination of the Heavy Metal of Iron Maiden
together with the Rage of Millia? I don't know... unless it's her Instant
Kill. The Instant Kill of Millia "it pursues the opponent"; what I mean is,
where it's the opponent will appear a circle in the floor and of there
many "knives" (for not to say hair...) will come out. If impacts at least
one of these knives, at the end will come out a X and the opponent will be
defeated. The time of execution of this Instant Kill is a little slow and
the only form that the opponent doesn't notice its if he is very high. Easy
to connect if the opponent fails an attack like Dragon Punch or that
recovers slow; difficult to connect in other way.


-----Now we go with the EX mode.

-------------------------
|| MILLIA RAGE (EX mode) ||
-------------------------

Millia improves in the EX mode, I believe that you will don't use again
the normal mode (unless for the Winger). With the Pretty Maze and the
diverse options of the Winger, we have a stronger Millia.


BASIC MOVEMENTS

They are the same ones that in normal Millia.


SPECIAL MOVEMENTS

The tandem top changes for:
Pretty Maze = )> +S/HS (it can also be executed in the air)

The Secret Garden now can be executed also in the air.

Lust Shaker now can be only do with <(+S,S,S,S,S..., no longer
S,S,S,S,S,S...

After those changes, the other special moves are the same.


OVERDRIVES

The Winger changes its execution:
Winger (Ascent) = <(, U> + HS, and if you have more tension:
(Descent)-------> <U + HS.

Winger (Single descent) = Mj. <(, U> + HS

Millia conserves its Emerald Rain intact.


INSTANT KILL

There are not changes.

-------------
| DESCRIPTION |
-------------
NOTE: In this description we will see only the altered moves.


SPECIAL MOVEMENTS

Pretty Maze:   RC = No   FR = Yes   Cj. = No
Now with the superior Pretty Maze, we can already make combos in the air
and to make the opponent bounce in the wall so we can finish it him with
F+HS or a combo. Today the version with HS can be leave in the air and
sometimes will give a surprise to an opponent making a dash. There are
many things that now can be made with this change. For the FR, it's
practically the same, but always with the HS version.

Secret Garden:   RC = No   FR = No   Cj. = No
The same, but now you can also execute it in the air, and the time of
execution is a little low, even so I don't believe that you will use it
a lot.

Lust Shaker:   RC = Yes   FR = No   Cj. = No
What a great change! (joking). We lost the execution by pressing S,S,S,...
but always it can be performed with <(+S,S,S,S,S,S,S... so stop crying :).



OVERDRIVES

Winger:   RC = Yes   FR = No   Cj. = No
WOW! what a change... First, now there are two phases, they separated the
ascent and the descent, so you need a complete tension gauge if you want
to do the whole overdrive (the two phases), otherwise you will only be
able to do the ascent. Now, to execute it well, while it goes in the
ascent, execute the following phase (<U+HS), don't wait that finishes the
ascent. If you notice, there is a version of the Winger that is in the
air, this it is the descent, so we already have an overdrive that can
surprise from air to earth, or for more combos. The Winger complete
GIVES BIG DAMAGE (a little more than 1/3 without combo); the Winger
performed in the air do good damage too, and if you do only the ascent
(in the ground, of course) it does a little more damage than the Emerald
Rain (if it's not used in a combo).


SMALL MENTION: MILLIA SHADOW AND GOLD

As you should already know (or for where don't know), to select the shadow
or the gold of any character, first they should have their SP mode, then
maintain L2 (the letters SP lights), and press Start if you want the
shadow, or R1 if you want the gold. You can select EX mode in group with
gold or with shadow. You cannot select two same characters in gold or in
shadow, in that case the P1 will have the gold or shadow (according to the
situation) but the P2 will be of another color.
Yes, you can select a gold and the other player the shadow of a same
character.

Millia shadow, as all the characters in shadow, has a little boost in the
speed and has infinite tension gauge.

Millia Gold, has the ability that is ULTRA FAST, and you don't take it
slightly... It's REALLY QUICK!, as 9 times more than a normal character and
7 times more than a gold. Another bonus that has is that the Silent Force
returns to you at the pass of 5 sec., it's not necessary to look for it.
Millia doesn't have infinite tension in this mode. Each Gold has something
especial, so these abilities are only for Millia. But, it's very difficult
to get used to the control of Gold Millia, if you learn to use well it can
be very lethal (except that you fight against Gold Sol -_- or against
Gold Testament -_-, these are almost impossible to defeat if another human
is using anyone of these two characters).


::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


7. Combos

Yes!, we go to the good thing. I will put them by category, first Millia
normal and later Millia EX. If it is necessary to do a special movement
or overdrive, I will put the name instead of the command.

We will see if you understand:
EXAMPLE:
C+P, K, RC *HS (1 HIT), RUN, *S (1 HIT), *F+P (1 HIT), *S (1 HIT),-----
----> EMERALD RAIN.


Translation:
One little complicated so that you understands it:
First Down+Punch, Kick, you Cancel with roman cancel when HS do 1 hit,
run to get a little close, you Cancel Slash when do 1hit, you Cancel
Forward+Punch when do 1hit, you continue immediately with Slash, cancel
when Slash do 1hit and you finish with Emerald Rain. If with HS doesn't</pre><pre id="faqspan-2">
continue the combo (in the RC), then use S, I have noticed that against
Venom and other sometimes HS doesn't hit as it should be, so you now know,
use S in that case.

                           -------------------
                          || MILLIA (Normal) ||
                           -------------------
-----------------
| COMBOS ON EARTH |
-----------------

a.) P, K, *S (1 HIT), *HS (1 HIT), TANDEM TOP.
 (NOTE: Sometimes you should use TANDEM TOP after S)

b.) C+P, C+P, S, HS

c.) C+K, C+K, S, HS

d.) C+P, S, LUST SHAKER

e.) F+HS, Iron Sabre or F+HS

f.) SWEEP, F+HS or Iron Sabre

g.) C+P, C+P, S, F+P

h.) C+P, C+P, C+HS, F+P


i.) C+K, *S (1 HIT), *F+P (1 HIT), *HS (1 HIT), TANDEM TOP

j.) C+P, K, RC *HS (1 HIT), RUN, *S (1 HIT), *F+P (1 HIT), *S (1 HIT),--
----> EMERALD RAIN.

k.) C+HS OR C+S, WINGER, F+HS

l.) C+P, K, RC *HS (1 HIT), RUN, C+K, C+HS, WINGER, F+HS


----------------------
| AIR COMBOS (Jumping) |
----------------------

a.) Mj. P, Mj. P, Mj. HS

b.) Mj. K, Mj. P, BAD MOON

c.) Mj. P, Mj. K, Mj. P, Mj. HS

d.) Mj. P, Mj. S, Mj. HS OR BAD MOON

e.) Mj. K, Mj. P, Mj. K, Mj. Opj.+P, Mj. K, Mj. P, Mj. HS
 (NOTE: after the second KICK, you will double jump, since you jumped
        once, but you should also practice the timing of that jump, if
        you do it very soon you won't continue the combo and if you make
        it very later, the opponent can recover. PRACTICE!!)
 (NOTE 2: we will use this combo later, so we have to put it a name, we
          will call it "COMBOAEREO.J.e", SO MEMORIZE IT WELL)

------------------------
| AIR COMBOS (In a dash) |
------------------------

a.) dF, Mj. P, Mj. HS

b.) dF, Mj. P, BAD MOON

c.) dF, Mj. P, Mj.P, SILENT FORCE


---------------------
| COMBOS EARTH TO AIR |
---------------------

(THE SECOND JUMP ONLY AVALIABLE IN GUILTY GEAR MODE)

a.) C+K, *S (1 HIT), C+HS, Opj. dF, Mj. P, Mj. HS

b.) C+K, *S (1 HIT), C+HS, Cj. Opj. (COMBOAEREO.J.e), F+HS

c.) C+P, K, RC *HS (1 HIT), RUN, C+S, C+HS, Cj. Opj. (COMBOAEREO.J.e),--
----> F+HS or Some combo for knocked opponent.
 (NOTE: This is a good-looking combo, it's difficult to use it well in
        battle, but once you masteries it you will see as your friend
        tell you:  "hey, c'mon! calm down! it's only a game!", and
        something like that. This combo gives 13 hits and more
        (according to if you use F+HS or a combo when it's knocked),
        I believe that's more than enough and although it can be lengthen
        a little more, we would use a complete tension gauge, for two roman
        cancel, so with that it's ok :).
        One thing more, with some characters fails using HS in the Roman
        Cancel, because it doesn't give two hits. In that case instead
        of HS, use S, and continues all the combo normally (I repeat this
        again, if somebody didn't stop to read it))

d.) C+S, C+HS, Cj. Opj.+K, Mj. P, Mj. P, Mj. HS or BAD MOON

---------------------
| COMBOS AIR TO EARTH |
---------------------

a.) dF, Mj. P, Mj. P, Silent Force, C+P, *S (1 HIT), HS OR LUST SHAKER

b.) dF, Mj. P, Mj. P, Mj. K, C+P, *S (1HIT), HS or TANDEM TOP or -----
----> EMERALD RAIN.
  (NOTE: This combo has to be done near of the ground in the dash, so if
   you do it in other altitude than the correct, it will not work)
c.) Opj. or dF, Mj. P, BAD MOON, K, S, F+HS.


------------------
| COMBOS IN A DUST |
------------------

a.) D, J+S, Mj. S, Mj. K, Mj. P, Mj. S, Mj. HS

b.) D, J+S, Mj. S, Mj. P, Mj. K, Mj. P, Mj. K, Mj. P, Mj. S, --------
----> Mj. *HS (2 HITS), BAD MOON

c.) D, J+P, Mj. P, Mj.P, Mj. P, Mj. K, Mj. P, Mj. K, Mj. S, Mj. HS


------------------------------
| COMBOS IN A KNOCKED OPPONENT |
------------------------------

a.) C+K, K, *S (1 HIT), HS

b.) C+K, *S (1 HIT), LUST SHAKER

---------------
| ENDLESS COMBO |
---------------

(COMBO ONLY AVALIABLE IN GUILTY GEAR MODE)

a.) C+K, *S (1 HIT), *HS (1 HIT), Opj. dash, Cj. S, *S (1 HIT), *HS (1 HIT),
   Opj. dash, Cj.S, *S (HIT)...
 (NOTE: The best combo, VERY HARD to master it, but if you do it will be
        a pain to fight against you (GREAT!). OK, I will explain: I
        mentioned that if you do a diagonal jump and then press the direction
        where that jump go it will dash. OK, you know that, but you will
        do that in this combo. Before you hit the opponent with the second
        hit of the HS, you jump towards the opponent (Opj.) and press
        quickly forward (F), this way you a perform a dash very near to the
        ground so you hit the opponent with the S, and then follow the combo
        again and again. If you are very good, even if the opponent is
        covered it will cannot quit covering, because you follow the combo
        and they can't do anything, only wait that you do a mistake.
        Master it, and you're a great fighter of Guilty Gear X2.

--- I believe it's all, now we go with Millia in EX mode, and like I made
   in the movements,  I will put the new combos that can be done thanks
   to the changes. All the previous combos are able to do with Millia
   in EX mode.

                       --------------------
                      || MILLIA (EX mode) ||
                       --------------------
To all the previous combos you, change TANDEM TOP for PRETTY MAZE,
practically only changed the name and the animation of the movement:
the combo always works.

----------------------
| AIR COMBOS (Jumping) |
----------------------

a.) Mj. K, Mj. P, Mj. K, Mj. Opj.+P, Mj. K, Mj. P, Mj. PRETTY MAZE
  (NOTE: we will call to this combo, "COMBOAEREO.J.EX.a")

b.) Mj. K, Mj. P, Mj. K, Mj. Opj.+P, Mj. K, Mj. P, Mj. *HS (1 TO 2 HITS),
----> Mj. WINGER
  (NOTE: combo only to presume, the WINGER doesn't do good damage because
         the previous hits. Sometimes it works and other time it fails...
         we will call it "COMBOAEREO.J.EX.b")


------------------------
| AIR COMBOS (in a dash) |
------------------------

a.) dF, Mj. P, Mj. P, Mj. PRETTY MAZE, F+HS.
 (NOTE: IMPORTANT COMBO, more info in tactics section).

---------------------
| AIR TO EARTH COMBOS |
---------------------

a.) dF, Mj. P, Mj. P, Mj. PRETTY MAZE, WALL BOUNCE, LUST SHAKER or ----->
  any Earth to Air combo or WINGER.
 (NOTE: One combo that only work if the opponent bounce in the wall and
        if you are near, so you can hit him/her when he/she bounce, with
        the Lust Shaker (I recommend that, it does insanely damage for a
        simple combo ;) or Earth to air combo (this one if you want to
        finish the opponent with an stunning combo) or the Winger (not
        recommended, it will not do much damage as the Lust Shaker,
        strangely...)

---------------------
| COMBOS EARTH TO AIR |
---------------------

a.) C+K, *S (1HIT), C+HS, Cj. Opj. (COMBOAEREO.J.EX.a)

b.) C+P, K, RC *HS (1 HIT), RUN, C+S, C+HS, Cj. Opj. (COMBOAEREO.J.EX.a)

c.) C+K, *S (1HIT), C+HS, Cj. Opj. (COMBOAEREO.J.EX.b)

d.) C+P, K, RC * HS (1 HIT), RUN, C+S, C+HS, Cj. Opj. (COMBOAEREO.J.EX.b)

e.) WINGER (COMPLETE), C+HS, Cj. Opj. (COMBOAEREO.J.EX.a) or -------
----> (COMBOAEREO.J.EX.b) or (COMBOAEREO.J.e)
  (NOTE: This combo is awesome (mmm...), if you catch the opponent when you
         finish the Winger (and of course, if the opponent bounce in the
         wall) you can do the any of the Air combos in the two modes, and
         if you do the COMBOAEREO.J.EX.b, maybe you can continue again the
         combo with any air combo, SO... the combo will be shocking (use
         this against Kliff, and you will see the energy bar of Kliff
         going down in a few seconds, leaving a little for a final attack ;)


------------------
| COMBOS IN A DUST |
------------------

a.) D, J+P, Mj. P, Mj.P, Mj. P, Mj. K, Mj. P, Mj. K, Mj. S,--------
----> Mj. *HS (1 to 2 HITS), Mj. WINGER
 (NOTE: combo more than everything to presume, the Winger's damage is
        BAD because all the previous hits.)

---------------
| ENDLESS COMBO |
---------------

a.) F+P, *S (1 HIT), HS, Opj. dash, Cj. S, Cj.HS, S, S, HS, Opj. dash,
   Cj.S, Cj.HS, S, S, HS... TO FINISH: Cj. PRETTY MAZE (AFTER S), C+HS,
   any Air combo or EMERALD RAIN (AFTER HS), C+HS and then any Air Combo.
 (NOTE: because you have the Pretty Maze, do it if you want to finish in a
        great way, or the other version.

--- We finish with EX Millia..


MILLIA SHADOW AND MILLIA GOLD

JAJAJAJA!! Did you believe that I would not give you some tips with these
two modes?

                         -------------------
                        || MILLIA (SHADOW) ||
                         -------------------
--------------------
| COMBOS IN EARTH |
--------------------

a.) C+P, K, RC *HS (1 HIT), RUN, K, RC *HS (1 HIT), RUN, K, RC...
  (NOTE: AN ENDLESS COMBO!! since we have unlimited tension, we can use
         roman cancel all the times. At one moment, your opponent will
         get dizzy, there if you want, finish the combo and give him a
         Winger (if it's in EX, COMPLETE WINGER). If he/she makes
         another mistake, GIVE HIM/HER ANOTHER THING THAT IT WILL NEVER
         FORGET JAJAJAJAJA!!!! (I mean this combo again, if you don't
         understand))

                         -----------------
                        || MILLIA (GOLD) ||
                         -----------------

By her great speed, Millia GOLD can make endless some combos in earth
without necessity of roman cancel, although I have not experimented well.
Use the Silent Force without concerns. The zenten if you Run will roll
to the other side to the screen (because of the velocity) so make some
great tactics ;).


----- Finally we finish with the combos. Remember: some combos not work
     similar with all the characters, so you have to experience with
     when to use a button, when to shorten the combo, etc. Even to the
     combo where the RC is used (In Normal or EX Millia) it can be added
     one hit more before C+HS, but with some characters it breaks the
     combo, so that it is the version of the combo that works better.
     EXPERIMENT, DON'T WAIT THAT I WILL TELL YOU EVERYTHING!!!


::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


8. Tactics (IMPORTANT!)

Very well, you know the movements, you know the combos... but you use them
bad, you make mistakes, you don't know in what you could occupy a
movement... because of that I will give you my best recommendations.

1- Do you know for what I believe that they made Millia so versatile?
  because SHE CAN CONFUSE A LOT. She has double dash, and it's perfect
  for her.
  With the double dash, you can go to the opponent in a breeze or go
  over him and then return to him, this way is so rapidly the change
  that the most of the time the opponent will not change his defense.
  Use this tactic A LOT, and do some combos using dash (of the previous
  ones) and if you use the EX mode, make combo I tell you that it is VERY
  IMPORTANT. If you are in a corner and can't get out, make what I tell
  you here and you return toward with the combo, this way now YOU'RE the
  one that's cornering him. Combine also the High Jump with the double
  dash, not stay only in the double jump. Make the air yours, and later
  only the ground wait for it's conquer ;)

2- The movement Kousoku Rakka... do you believe that it doesn't have an use?
  WRONG. With this movement, if the opponent is near, you jump, you use
  it and you PASS to the contrary side, it is so quick that most of times
  the opponent doesn't notice and doesn't change his defense, leaving
  it vulnerable.
  Combine it with the Bad Moon, and your opponent won't know this way if
  you will be attacking him or using the Kousoku Rakka. Of there, you can
  use the LUST SHAKER or an combo in earth. Use it well and you will have
  to give your friend some pills for the headache... if it's that not
  he/she throws the control before =P.
  Another thing is to use the Bad Moon like counterattack. If the
  opponent run forward to you and you can recover, then recover (K+P) and
  use the Bad Moon immediately, this will stop him and you will be free
  of the pressure. Use the Bad Moon to attack/defend, use it quickly and
  DON'T USE IT at a high altitude, better use the Kousoku Rakka to lower
  quickly or use the dash to confuse or escape for a cornering. Speaking
  of this, if the opponent has you cornered, use the High Jump and later
  Kousoku Rakka, you will be of the other side in a blink and perhaps you
  can surprise the opponent.

3- The Zenten... resemblance to the use of the Kousoku Rakka. With this
  you can avoid moves that comes form the air. If against who you fight
  it bothers much using dash, dash, and dash, simple... Zenten. Another
  important function: to deceive the opponent. Almost against all those
  that I fight if they have tension for an overdrive, they use it when
  you knock them and you go to the attack (to press them). Then you are
  surprised and AGH! you receive a good overdrive. With this movement,
  deceive them: make as if you go almost to the attack, and half time
  they get up, use Zenten... they will impact the overdrive to who knows
  what and you are behind of them, having the time to make what you
  want. This also works against special movements, although in smaller
  proportion (the opponent recovers quick that in an overdrive). The same
  thing: learn how to combine it, if you want use it many times and the
  opponent will believe that you make it again and again and then you go
  out with another thing, for the confuse and deceive game. Use it well,
  combine it with everything, the Kousoku Rakka, Zenten, Bad Moon, Iron
  Sabre, Lust Shaker and Silent Force and this way you has great tool of
  confusion.

4- Now with the Iron Sabre... in the combos on earth there is some that
  finish with HS... but why we don't better use those that finish with
  TANDEM TOP (OR PRETTY MAZE)?... because later an Iron Sabre goes. This
  movement doesn't continue the combo, but per times it confuses the
  opponent believing you finish the attack. But don't abuse, because once
  already he/she knows the play, it will simply jump it, and we don't
  know what can happen. If you change the two types of combo, use Iron
  Sabre one time, then a combo with Pretty Maze and so, you use at random
  one or the other, you will do the right thing.
  Make believe that you will use Iron Sabre but you go to the air and you
  make a combo... deceive, confuse, that is easy with Millia.


5- I believe that you will already have met with an opponent that cancels
  you everything with a movement type Dragon Punch (Sol especially)...
  then this is the time to deceive and your Lust Shaker. Change your
  attack way and make him to use its Dp wrong, in that moment you will go
  and you will apply him a beautiful Lust Shaker.
  The Burst can be used in this way, if the Burst connects before the Dp,
  you will get a complete tension gauge... don't forget to say thank you.
  With the Dp, the opponent can cancel almost every move that Millia has,
  even the Winger... it is something that I will hate always, but for
  that reason there is the dash Forward, dash behind to deceive him, and
  if you apply him Lust Shaker many times when he makes a mistake, you
  will reduce the Dp problem in a big way.

6- Millia doesn't have a Dp... we are unarmed when they knock us and we
  can't get up without being covering and to receive the attack from the
  opponent. If we have enough tension, we can surprise them with a
  Winger, although many times it becomes obvious that we will use it.
  Neither way, we cannot make anything in this respect but on the
  contrary perhaps we can press and force that the opponent covers of our
  attacks... how? Lust Shaker or Tandem Top version HS (Pretty Maze/HS).
  Using that, there are two things: if we use Lust Shaker and the
  opponent wants to do a Dp when he gets up, if it fails he will receive
  a good damage, but if not you will receive something of damage. It is a
  double edge weapon, but the recompense can be big (corner a opponent
  and get tension gauge). We have the other option, Tandem Top with HS.
  This attack (you already know, in EX mode it's called Pretty Maze),
  like it takes in leaving, you can leave it to force the opponent to
  cover at all cost, and this way can go to the attack. The bad point is
  that you should be close, because you leave it slow, so should leave it
  with a little time of anticipation. You decide at the moment:
  Lust Shaker or Tandem top/HS (Pretty Maze/HS)

7- You will already know that the weakness of Millia is that its attacks
  don't do a lot of damage and even so other characters do her more
  damage than normal. That is bad, but not so bad as it seems. Her speed,
  combos and others things save you form receiving big damage. But the
  question is how to make a greater damage? Well one answer is to make
  great combos, but is not all of that. The best answer is the F+HS;
  with this attack you can reach the opponent from very far and you can
  use this to do a little extra damage to a knocked opponent, if you
  don't have the time to do him a combo. The best combo in a knocked
  opponent is the one using Lust shaker, and is better if you're in a
  corner. It does good damage and gives you tension. But if you can't do
  a combo and even can't reach with F+HS, do the Iron Sabre to extra
  damage. It's important to do always and extra damage to the knocked
  opponent, because Millia, the most of the time, knocks the opponent
  with her moves and she's quick enough to reach a knocked opponent from
  a long distance.

8- But now, what can we do for a better defense?... the best thing is to
  defend of attacks and special movements normally; but when is an
  overdrive, the Faultless Defense is the best use, and when saying I'm
  saying to use it it?s to say wisely. Cover when the overdrive will
  almost impact you, and not before, and stop using it when the movement
  no longer can impact you. Another important point is that like we use
  a lot of dash with Millia, if you are surprised with an overdrive, you
  has to immediately use the faultless defense, this way your reaction
  is quickly and you will not receive damage; use the same strategy with
  the run. The best thing is always try to deceive the opponent and to
  avoid this way so you don't need to use your Faultless Defense.
  Don't doubt to use the Faultless Defense if you have little energy
  left: you can finish the opponent and he will despair to finish you,
  using an overdrive or making you combos a lot, so he forgot his defense
  and you can take advantage of that, take note of these details.

9- The overdrives of Millia many times are difficult to use them well, and
  the one that is the easiest to impact it's the Emerald Rain, but the
  damage is not so much as that of the Winger. BUT an advantage that has
  the Emerald Rain is the of counterattacking; what I mean is that if
  your opponent uses an overdrive and you  cover it, you can do him
  the Emerald Rain and it will impact him easily, also the damage will be
  the normal since you haven't given neither a hit before.
  Another thing is that the Emerald Rain hits better if you are a little
  close (not much as the Winger), but if you're far, your opponent will
  easily jump it and you will be vulnerable if he dashes and go behind
  you.
  The Winger many times it is used when you get up, to surprise, but like
  I said, after sometimes it is already known how you use it.
  Then it is necessary to look for another way to use it if it's not in a
  combo. One forms easy it's to run toward the opponent and do the
  Winger, he doesn't waited that. Another form is when the opponent is
  attacking a lot, you have to go away (dB or BRun), and do the Winger
  when he follows you, sometimes it deceives.
  In Millia EX mode, don't forget the Mj. Winger. If you attack the
  opponent with Bad Moon several times or you jump and you try to
  distract him, one of those times the Mj. Winger you can use and if you
  made it well, the opponent will fall in your trap.

10-The Silent Force... you are lazy to go for it? then GET OUT OF THE BED
  AND GO FOR IT!!!. The Silent Force is one of the best things that you
  have to stagger the opponent or stop his attack. It's so quick that if
  you use it in a dash and it hits, you immediately can give another
  attack, none of execution or recovery times. Yes, it don't do almost
  any damage, but it helps you to not receive damage and in the same way
  helps you to do a combo or overdrive for a great damage. Go for it when
  you can, in some situations it can save your life. Sometimes your
  friend stays where the Silent Force is, but don't get mad, he is to the
  defensive, attack him a little and recover what is yours and will we
  see which one will get fun later ;)

11-I forgot something... the combos with C+HS (in the combos earth to air).
  These combos are great, I have finally proven those many times and they
  work, but the correct use of them is something to be careful. Don't use
  them as your only combo (I mean by this that you only use that combo) and
  use them many times if your opponent is in the air, in that case is easy
  to connect C+HS, this is a perfect move to counter the opponents that
  attack from the air. If you use that combo when an opponent is in the
  earth, I recommend of using it only in the combo with the Roman Cancel,
  because many times the combo with C+P, C+HS doesn't work with some
  characters (one of them: Sol) and you will not continue the combo,
  wasting an opportunity to do something better. Use it wisely in the earth,
  use it a lot if the attack comes from the air.

12-The Endless Combo... it's very difficult, isn't? but if you masterize it
  you can become a monster with Millia (at the point that only Justice, Sol
  or Kliff will be the only ones able to make you worry). But, the point is:
  don't try to do it all the time. If you fail with the dash or you made it
  too high, forget the endless combo and worry about yourself, don't worry
  about making the combo. This is because if you fail, you leave a "space"
  which the opponent can do an overdrive or anything else, so be careful.
  Another thing: better start the combo with F+P, because that attack is a
  good counterattack, and then you don't get the opponent combo and you start
  with the endless.
  Practice is the key to win.

13-I finish the tactics with this: use Millia in EX mode if she's
  available in this mode. Millia EX it's a lot more versatile that in
  her normal way. Her Mj. Pretty Maze and Mj. Winger helps a lot in its
  ability of confusing, deceive, counterattack and other things. Although
  you need a complete tension gauge for do the COMPLETE Winger, this one
  do great damage if it's complete, the damage it's bigger than the
  Winger of normal Millia, and even so, only the ascent or the Mj. Winger
  do good damage. Another bonus is that all of her combos in normal
  Millia works in mode EX, so she's improved in a global way.
  But either that you use normal or EX Millia, it is necessary to take
  into account something: in the two modes, you should always play trying
  to confuse, deceive, use the Lust Shaker in an indiscriminate way,
  combine the Bad Moon with the other movements always to confuse, use
  your double dash like a crazy, ALL. Don't use the same thing the whole
  time, try to play the most creatively possible, if we have so many
  options it's because it should be this way. Neither you have to "stay"
  in the same  movement, as for example if you wanted to use an
  Emerald Rain and you haven't do it, don't try to be using it because
  you want, use the correct thing, forget the ****** movement and
  continue with the fight!!!!

--- Practices all of this, read it again and again if you don't understand
   something, but the most important, use this to DESTROY, to SLAUGHTER
   AND to ELIMINATE OF THE FACE OF THE EARTH YOUR OPPONENT.... or  simply
   to defeat it :)


::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


9. Strategies against other characters

Very well, you already know how to use well everything, already you're
making the game well of "deceive and confuse", you use the Lust Shaker to
the limit and everything... but there is a character that bothers you,
you cannot defeat it or simply it cancels your tactics, or more simple:
you don't know how to attack him well. Because of this I'm here  ;).
I will say how you could defeat a character in his/her normal way or in
EX mode.


We will go in alphabetical order:

- Anji Mito
With Anji in normal mode, we will have some difficulties in wanting to
make your play at air, because an experienced player that uses Anji
will be using his special grab many times. Better you attack it in the
floor and sometimes combines in the air. It won't be a lot of problem
if you learn very well his moves.
Anji in EX mode is a little different, the great problem is his overdrives
in this mode: he has an overdrive that is a counter and it does A LOT of
damage, so you have to be very cautious and attack wisely, because with that
overdrive he can reverse the flow of the battle. When he is able to do that
overdrive (if he has tension...) you better attack a little and cover, in
the way that he mistakes the overdrive and you are ready to do wathever you
you want.

- Axl Low
I have played versus a better Axl and I have some conclusions: first, don't
attack him much in the earth, it's better to do the game of confusing and
deceive because if the person who is controlling Axl get used to your play,
it will use the counters again and again. He has some attacks that cover him
nearly complete, but it's vulnerable when he finish some of these attacks.
In the air you can attack him whit the Bad Moon and to deceive in the earth
you can do the Iron Sabre when you run, to deceive him if he uses a counter.
His overdrives do great damage, but are somewhat predictable and easy to
avoid. Axl in Ex mode has another overdrive, and has some changes but it's
the same: you have to confuse and deceive to beat him. Do all right, and you
will be victorious.

- Baiken
Baiken in its normal mode can end up being a true problem. With all her
counters, it's not so easy to penetrate her defense. Here it's where
enters the confusion and the deceive game. Don't attack with point combo,
attack on time, another times 2, from the air, later in the floor, give
her an attack down and later a Dust, do things to confuse. If she mistake
and use her counters mistakenly, there you have to take advantage. Be not
so far from her, and once she has tension for her overdrives, BE CAREFUL,
because her three slash overdrive can do a lot of damage and her seals
are a problem, more if she put the seal that you can't jump, there MILLIA
IS IN PROBLEMS, but only for 14 seconds.
Baiken in EX mode is on the contrary less problematic, since she cannot
use her counters neither her overdrive of the seals when she's covering,
so now you can attack more, always taking care, more from the triple
tatami. Confuse, deceive and you will be well.

- Bridget
Does somebody have information about Bridget?? The only thing that I
recommend it's to memorize his attacks and to attack a lot, because it
depends on his yo-yo, and has other attacks but they can be cover easily.
I have not fought a lot against Bridget, but I have seen his fighting
style so I believe that you can defeat him without many problems. Who has
info of how to defeat somebody experienced, it will be well received.

- Chipp
Chipp... HE'S VERY QUICK!! neither Millia can compare the speed of Chipp
in the floor (Chipp is the quickest character, Millia it's in second
place), but in the air...
In normal mode, his special move in the one that throws a shade of he
leaves you vulnerable little time, but his weak point is his defense and
that if he fails, he can be attacked easily. The air is another
disadvantage of him, as he has one dash, you can attack it very well in
the air, always taking care of his Dp (alpha blade, I think...).
In EX mode, Chipp becomes quicker, being able to make in chain his
gamma, alpha or beta blade, anyone of them three times or combined.
Difficult to predict if it's used by somebody experienced, but their
disadvantage is always the air and if he fails it's vulnerable, also that
you don't have to give him so many attacks to defeat it.
Take care of his overdrives, although they are a little predictable, some
times if you are surprised, you will regret your mistake.
Use the Faultless Defense if you can't have a bit of distance between
Chipp and you, and later you go the attack, quickly and whenever
he makes a mistake, you already know... LUST SHAKER.

- Dizzy
One of my favorite characters, in her normal mode has some very good
moves, but she's a little slow in her attacks, and her air game is
very bad. Use your speed to be victorious and press she when you knock
her, since she doesn't have a Dp :)
In her EX mode, her air game is improved, but not enough, so the problem
resides it her attack of the sword. That attack embraces from the air
until the floor, and it removes a lot if it hit you. Here enters the
confusion play (that in fact should use against all the characters) and
to use the dF and dB, the combo of Pretty Maze in the dash and rapid
combos; use the High Jump if possible and do a lot of dash direct to her
if your are near the floor, because her sword attack, and once you are
attacking don't loose her. Another thing, take care of her two
overdrives, one that she waits an attack and if you attack her in that
moment, you will be impacted by her overdrive. The other is that it go
through all the screen, and if you're near Dizzy, it will do more damage.
She has another overdrive, the enormous ray, but don't be scared, it
don't do much damage like the one of Justice.

- Eddie
The rivals... Eddie in normal mode is problematic if it summons the
shade, but even so you can hit the shade and it will leave. Without the
shade, Eddie hasn't big attacks, but he can hide in the floor to escape
from some attacks, but Millia is quick and you can wait for him and when
he comes out, you go with a good combo or Lust Shaker. Take care of his
Drill Special (the bomb that he leaves and that after little time comes
out a big drill), since do good damage.
Eddie EX has the improvement that he can do his basic drills from the
air, but he continues being slow, so I think you will don't have a lot of
problem once you know his moves and at what moment you can go to the
attack. Take care of his overdrives, they are very painful.

- Faust
Faust is unpredictable, but slow. His attacks from long distance are his
better attacks, but also take care of his "doors".
His overdrive is random, you can't know what will come out, so attack him
and attempt his attacks and you will be victorious.
In Ex mode, the overdrive in normal mode is no more but he has a different
overdrive, it's not the big problem but if you get hit with that overdrive
(when Faust go left right rapidly in his "stick") you will regret it. Better
you wait sometimes and then attack, and when you are to the attack, don't let
him to rest.

- I-no
I-no has strange moves, you have to play several times against her to
understand her fighting style. In normal mode, she has a great
disadvantage (at least in my opinion) that is the Run, she floats in the
air with her run, so be prepared and do a good air combo. Not so
difficult.
I-no in EX mode is better, her Run is normal, so she can put a good
battle. Her attacks are always strange, that what emphasize is that you
should not worry so much of her overdrives... well, in the one that is
a "spear", if you are surprised,  there's no time to cover...
Practically you have to attack from the air, but if you are not able to,
combine the attacks in the air, from the floor, use the dash, and the
normal tactics.

- Jam Kuradoberi
Jam in normal mode has her kicks, so you be prepared for a little good
battle. Don't try to always attack to the front, confuse and use your
F+HS to take off several attacks from far, but your F+P will be a good
counter for several of her attacks. Take care of her kicks and don't
leave her the time to charge them, because the kicks charged do great
damage. So I recommend to ATTACK.
Her overdrives do good damage but they are a little slow in their
execution, anyway be caution about that.
Her weak point is that if she fails some of her kicks or a overdrives,
is VERY vulnerable, so make her what you want.
Her basic combos doesn't damage so much.
Jam in EX mode is no longer so lethal, she no longer has her kicks so
she loses her great attack force, although she wins an overdrive that is
very good and that if you are surprised you practically cannot cover it.
But as the tension isn't infinite, it's not very problematic in her EX
mode. But she gains a good combo that can only be done near so a few of
Iron Sabres and Bad Moons will do the work.
Attack and attack, use your double dash everywhere, don't leave her to
get up peacefully with a good Lust Shaker... EX mode weaks her.

- Johnny
Johnny has good attack force, but the problem is in his Run. He advances
a little with the Run, so it cannot arrive quickly towards you and on the
other hand you can easily go towards him :). Use the Iron Sabre the most
of the times, the most thing is to attack in the suitable moment, using
your dash and all of that. Take care of his overdrive, if you go in the
air at that moment you will regret it.
Johnny in EX mode doesn't have a lot of difference, but now he can Run
normally and his Mist Finer it's like a reversal, but that's his problem:
now only if you attack him activate his Mist Finer. Only wait and attack
when the effect of Mist Finer go away.
If you learn his forms of attacking and you confuse him, use your
Iron Sabre wisely and also your Bad Moon, you will go smooth in this fight.
It can also help using the High Jump and the Kousoku Rakka sometimes to go
to the other side and attack.

- Justice
Justice........ you should already know that Justice is practically
invincible if an experienced player uses it and if it is not against
another Justice, or against a Gold character and that Justice is not
Gold.
But good, since if you come closer it can launch you to the air very
easily and this way receive a very painful combo (9 or 10 hits), you have
to go to the attack QUICK, attack him from the air and move away, confuse
and don't try to win the air game, since Justice is perfect in that. Use
your Winger if he comes closer with a dash, but you have to be quick
otherwise you will suffer a good combo. Take care of all the overdrives
he has, especially not use the Bad Moon so much or you will suffer his
ray that impacts in a circular form, and like you go direct to him...
it will hurt you a lot.
If he use the Ray that gives 45 hits, while he gets ready to use it,
QUICK, JUMP AND DASH TO GO BEHIND HIM, if you don't notice rapidly
there's is no other way but to use all your tension gauge in the
Faultless Defense.
Don't try to counterattack if he comes from the air, better be quick and
when you have the opportunity, go directly to him and do a combo or an
overdrive. Deceive him with Zenten and attack him a lot this way. Use
your F+HS most of the time; be careful of his bombs, wait and view if the
bomb go up or horizontally, and then take an action. This is all I have
to say to you, maybe you can defeat somebody using Justice at least
1 round, but 2 rounds... I doubt it.

- Kliff Undersn
Kliff can be categorized as the number one enemy of Millia. His attacks
has damn long distance, they don't leave that you go closer, neither
at least your F+HS can equal the distance of his attacks. BUT give him
a Lust Shaker and you will view how his energy bar goes out in no time;
it will do a damage approximately 1/3 of his energy bar, but he too can
defeat you with 10 attacks or less. So the strategy is to be careful, to
attack from the floor, use the air to escape from his attacks and a FEW
times to attack him. Use a lot of Lust Shaker, the recovery time of his
attacks are slow so there go attack him. Also take care of his
overdrives, more of the dragon, but if you cover it he's vulnerable in
that moment to an Emerald Rain, so make it quickly. The Winger is a
little advisable to use against him, since the Emerald Rain do damage
almost as the Winger... COMPLETE ;)

- Ky Kiske
Ky it's lethal, he has very good attacks and they do some damage. In his
normal mode, it's easy to avoid and to learn how to counterattack his
moves, his Ride the Lighting in this mode it's not very good, but always
you have to continue with the confusion and deceiving game, use your
Lust Shaker if he fails a Dp, and learn where to cover his attacks and
you will be well.
In EX mode it's very different: he's more lethal than ever. Thanks to a
combo that he can do, it gives pain to anyone that battle versus Ky EX.
This combo (do you want to know what combo? I will not tell you ~_~) do
great damage and thank to his chain of Dp, <U+K, it's difficult to
escape from his Dp if you are in the air. Although if he do lot of Dp,
you know what to do (deceive, when he fails: Lust Shaker :)
To defeat him, you need to know many things: First, his time of recovery
in several attacks is low. Second, his overdrives. You can easily deceive
a Ky user with your Zenten, and since his recovery time is slow, you can
do damage in that moment. His overdrives doesn't also remove a lot.
Although they improve his Ride the Lighting, if you deceive him it's
very vulnerable to an attack, more than in his normal version.
Use all the tactics, and once you have trained a good time, you will put
a good fight against him.

- May
I said that she was an easy character... I was wrong. A person who can
control May in a good way can beat you easily. It's so DAMN CONFUSING...
I don't know if she is the same in her normal way, but in the EX mode can
be a pain, more when you think that her overdrive of the whale can be done
to the front or to the rear, and she can combo with that overdrive and do
A LOT OF DAMAGE, more than 1/3 of the energy bar. SO... how we can defeat
her?? mmmm... don't do the backdash regulary, better forget it, and when
May do any of her rolling attacks better wait for her, and attack rapidly.
Don't try to attack her when she's rolling with a normal attack, better if
she use the rolling that go up and then down (like an arc) you use the
Winger, or only in that momment try to attack her with the C+HS and then an
air combo. Don't get mad, think, be rapidly and don't attack always first,
sometimes is better to wait against May.

- Millia Rage
What have we got here?... you have to fight against your dear character:
Millia (this reads so weird...)
You not only should, but YOU HAVE TO know Millia more than anybody (maybe
with the exception of me :P... always joking!!)
It will be a rough battle, but at the same time interesting. It's obvious
that it will win who are better in the control, more quickly, etc. But
the most important is to be creative, using all the arsenal of Millia.
Do you want me to tell you how to defeat she?? If you know her weak
points, you know how to defeat she... do you know them, don't you? If
don't, her weak points are: the damage that she receives is bigger than
the one of any other character, her attacks don't do a lot of damage, she
doesn't have a Dp, she doesn't have attacks of long distance that are
quickly, she needs to be near the opponent to attack.
I already said them!! Do you need to know her good points? OK:
Great speed, double dash, big combinations of combo, easy to do combos,
many movements to confuse, two movements to avoid, many game forms,
tension gauge fills quickly.
Very well, the weaknesses reside in her power, but when it's ability,
she shines. To defeat her is necessary to be quicker than the other
one that is controlling her, predict her, know how to use the movements
and the most important, who will have the best ability to deceive, not
much of confusing.

- Potemkin
Potemkin is SLOW, but he RESISTS and do A LOT OF DAMAGE. Just the
opposite to Millia. As much in EX mode as in their normal mode, in what
you have to be careful is of his grabs, so attack him but don't press him
so much, do a distance between he and you and you will be able to defeat
him this way, but I say it again, BE SO DAMN CAREFUL, because about 4
or 5 grabs that you receive and better say good-bye. He has a move in
which go on a "rampage" and you can't stop him with simple attacks. I
recommend to use the Pretty Maze a lot in that case (Tandem Top) to stop
him and also to maintain a distance among he and you. Don't ATTACK HIM
WHEN HE GETS UP, that's the best moment for him to use his special grab.
The overdrives are not the great thing, although if you are surprised,
you will not have the time to cover, but if he fails, is vulnerable for
anything you want to do, so enjoy when he fails.

- Robo-Ky
My second favorite character. Robo-Ky is a difficult opponent in good
hands. His special movements are very confused, you don't know where
to cover, because being in the floor, he can attack you so much for up
as down, and quickly. The key to defeat him is to cover of those two
special moves, since he's vulnerable if he fails, and if it doesn't use
them his offensive is not great, so it's obvious that he will use them.
Cover from down most of the time and concentrate on seeing him, to know
what attack he will do. He has a Dp, although it's short, so if he fails
you can do a Lust Shaker but the most of the time is better to use a F+HS
if you can't reach him in time. His Ray Divider is slow in being
executed, so don't worry so much for that one. But of what you should
worry is of his overdrives. His ray is ULTRA QUICK, and he can do it
consecutively if he has a complete tension bar.  His "copy" of Ride the
Lighting IT'S THE SAME: VERY QUICK, but if you cover it, you have all the
time of the world to do most likely a Winger or the Lust Shaker. When
going to the attack, try of being quick and to attack him mostly from the
air and a little from the earth, always using the confuse and deceive
game. Use the dash and all the combos you can. Learn the speed of his
attacks and the correct time to cover them. Confuse and deceive, don't
forget.

- Slayer
In his normal mode, Slayer is an opponent at the beginning difficult, but
when you understand his attacks and pay attention to where to cover,
he will become predictable.
Use a lot your Iron Sabre, F+HS and Bad Moon. Use some combos but not so
direct, because of his rapids attacks. Like I said, the creativity is
the most important thing with Millia and the deceiving game and confuse.
In his EX mode, Slayer can make great damage, but always you should use
the same strategy: use Bad Moon, Iron Sabre, F+HS, and be careful. As
the run of Slayer is different, learn well how it works.
To attack, use the dash and all the tactics that you already know.
Take care of his overdrives (these do A LOT, read well: A LOT OF DAMAGE
if he combines them)
Make the tactics, and you will leave victorious.

- Sol Badguy
Sol... Sol... all the people knows how Sol plays, almost all the people
use it... and you get a headache when you fight against him. Why? because
of his Dp. With his Dp, he cancels practically EVERYTHING: overdrives,
special moves, attacks, dust... for heaven's sake, I believe that even a
beginner could win using only the Dp and some attacks.
But well, I am here not to complain but to tell you how to defeat him
more easily, and I have fought so many times against Sol, with several
people that I know all the techniques that he has.
First, in normal Sol, you should take care of not falling in his kick
(in that Sol bounces in the wall and go towards you). An easy form
to cancel that kick is with your F+P, but you have to pay attention when
he is about to do it.
Another annoying movement is his Gun Flame, don't go so direct to it,
because it will impact you easily. Better use the best tactics: the
deceive. Go towards him with dash, make the technique of passing above
him with a dF and later you go back to him, with a dash combo. When he
already knows the play, he will utilize a lot the Dp so that you have to
deceive him: jump but don't go to the attack, then if it worked, he will
use his Dp in a wrong way and you receive him with your beautiful
Lust Shaker.
But you have to CALCULATE WELL, don't be a dumb and hit the air or he
will be behind you to do what he wants to do (a pain for your error).
His overdrive in the normal mode are very easy of deceiving, and NEVER
wait him when he's knocked with Lust shaker or another attack if he
has enough tension to do an overdrive. But his most problematic overdrive
is the Dragon Install: that overdrive makes Sol so quick that if you try
to hit him in the moment that he's activating it, is VERY SECURE that he
will react and be the next meal for his reinforced Dp. Better you wait
for him from far, DON'T JUMP unless for a good reason, otherwise you will
suffer the consequences. If you maintain covered, Sol has his special
grab and it's so damn that when he use that grab, it leaves you directly
for his Mega Dp. SO don't maintain covered the whole time, half time you
detect that he stops, give him a C+K or the Sweep to lose time. Try at
all cost to lose time, since when the time is over, Sol is a dumb with
a sign "KICK MY ASS" so give him the PUNISHMENT THAT DESERVES.
Now with EX Sol, it can be a little more difficult. He no longer has the
Dragon Install, thanks to Arc System Works for that. But he has another
Overdrive that once you get impacted around 5 times, you will get used it
and to predict when he use it. He no longer has the kick that I told you
in hid normal mode, but he has several different things. His Dp has a
chain (like Ky) that sends you to the floor, what leaves you without
escape.
His new overdrive can be done in the air, and he can link it easily in a
combo; by the way, it damages you in a good way, but if you follow the
rule of gold: the deceive, you can success to have him use that overdrive
by mistake. Another thing that you have to know about that overdrive is
that if you cover it, Sol is vulnerable to an attack, like the "copy" of
Ride the Lighting of Robo-Ky, but with the difference that the "copy" is
much faster than the overdrive of Sol.
With Sol you will have to masteries all the tactics that I have told you,
and when you finish you will beat Sol controlled by an experienced one,
but I tell you, that will not be easy (whew! it became a long explanation
but I think I have told everything)

- Testament

With Testament the strategy is the same in his two modes: DON'T LEAVE HIM
THE CHANCE TO ESCAPE!!!!!! If Testament attacks, it's not the great
thing, but if you won't attack YOU'RE IN PROBLEMS. Testament is strong
against the cowards, but we are not and we will give him a beating that
he will never forget.
Before everything, don't let him to put or begins to place his ******
traps. Don't stop, attack, and attack well, confuse, use the Dust, do
EVERYTHING, but don't let him begin with his game of traps and to escape.
But while you're attacking, pay attention to his tension, since he can
do his overdrive that if impacts you, he will leave you "poisoned" and
your energy bar will be reduced little by little. Don't get
intimidated by his skulls, use the High Jump and combine the dash, pass
above them and always the same thing: DON'T BE STATIC, ATTACK!!!

- Venom
Venom is a problem as from the long distance as closely. In Normal Venom
has a good offensive, and in the defense he needs the billiard balls, and
those are also an important source in his offensive. But there is where
his weak point resides: he needs those mentioned balls to have a worthy
defensive and offensive. If you attack it quick and you don't forget
your defense (in the air too) you will attack him easily. Once close,
his moves are not so quick, but if you don't get serious it can cause
you good damage. Be careful of his overdrives, specially of the one
called "Dark Angel" (the one big pink ball): if you cover it, get ready
with the Faultless Defense and don't REMOVE THE VIEW DE VENOM, the
experienced players will not stand to view how that overdrive hit you,
they will go to the attack and they will try to take off your defense.
Better jump it and don't cover it, but if you are surprised there's is no
other way than doing what I told you above.
In EX Venom, he has a movement that charge some billiard balls, those
can be seen above their tension gauge, and with those he can do a dark
ball what if it's charged to the max, can do several hits, but it's no
great thing, since he needs to charge the three to cause a good damage,</pre><pre id="faqspan-3">
so follows the customary thing: attack him, by preference in the air,
don't FORGET YOUR DEFENSE, and when you have it close you attack him
with all the combos you can do.

- Zappa
Zappa in normal and EX mode is almost the same thing, especially it
follows a rule in those two modes: he needs to invoke his "servants" to
have a good offensive, and if you hit him at least one time when he have
a servant, he will lose it. So: First, it's not very good to attack him
while he doesn't have a servant, because when he carries out the movement
to invoke them, it cancels you many of your movements , but the worst
thing is that if he will won souls. The souls are the spheres that are
around him, and when he has all the necessary spheres, he can invoke his
strongest servant, "Raou." We will speak of him later.
The priority consists on attacking him when he has a servant, so once
you hit him, continue the combo and don't lose that chance.
Now the servants:
When he have the dog, although sometimes a player using Zappa go together
to the attack with the dog, but what you should make is to try to get the
dog out of the sight. Other players covers and leaves the dog to attack
you, so in that case you should try to get to the other side or confuse
him and use the dust and aerial attacks to pressure him to leave the
defense stance.
When the sword comes out, you mustn?t be intimidated, maybe it does good
damage but it's not as strong as it seems, the sword is slow, the same
when it does an attack, so you have to follows the same rules of trying
to break his defense, or if he goes to the attack, the sword is slow so
don't worry since his attack will not be so great.
Also helps to use the Iron Sabre and the Zenten or the Kousoku Rakka to
go to the contrary side when he covers.
The ghosts are the more annoying things: an experienced player of Zappa
will spend most of the time throwing those damned ghosts and escape, or
it will combine the attack together with them. The best thing is going
to attack him from the air, but don't abuse, the only thing is to come
closer to him and to press him, already without the ghosts it will be
a piece of cake to attack him.
Now there's a big problem: Raou. If he invokes it, TAKE CARE OF HIS
OVERDRIVE, because it does an excessive amount of damage. If he invokes
Raou, don't go direct to the attack and better be cautious, because he
has time in the Raou mode, and the one that uses Zappa will attack you
insanely, but you can take advantage if he forgets his defense or you can
wait to the time of Raou ends, but that took a time, so better it take
advantage of his errors.
Zappa has an overdrive without Raou, but you can only be hit by it if you
are in the earth, anyway be careful because it's quite surprising.
Don't leave him to get in Raou mode, attack him when he has a servant,
use well your overdrives, and you will be well this way.

---I believe that I finish here, saying that the practice makes the
  master, and that most of the time you will have to use ALL the tactics
  against Sol, Ky, Kliff, Robo-Ky, Venom, May, Slayer and Millia (if you
  have to battle against her ^.^, teach your friend or enemy who is the
  master ;). Remember, there so many persons that it will never use a
  character in the way I tell here all the time, but as I tell here is the
  most common way to battle well with they and have a good fight ^-^
  If somebody has information of how to fight against an experienced
  player of Bridget, Faust, send me an e-mail; the same thing if you have
  great combos or another interesting tactic or strategy against a
  character that is of utility (memory: my e-mail is
  [email protected]) and don't worry, you will have the credit
  that you deserve. ;)


::::::::::::::::::::::::::::::::::::::::::::::::::::::::::


10. Credits

To Chrono Cross Dragon, for the information about how to activate the
track "Still in the Dark", in a normal fight. Thanks!

To AdrenalineSL, I read of their FAQ of Millia some of the history, and
this way I understood more of it, and also serve some ideas for the
combos in a Dust.
Thank you for a very good FAQ, perhaps if you read my FAQ it serves you
of something ;)

To Edward Chang, by his GGXX FAQ, I knew this way that certain movements
had certain properties and what movements are FR, RC and Cj. of Millia.
Stupendous FAQ, VERY COMPLETE.

To Sammy and Arc System Works, for a wonderful game of fights, in my
opinion THE BEST.

To you reader, to read all the madness that I have put here.

Almost forgot... TO GAMEFAQS!!! pardon... one web that it takes out us
of very difficult problems. I think that in the future it will accept
in-depth FAQs of foreign language, it's not fair to leave us away because
we speak other language. Maybe it can be done something.

To my (modesty separated)... it was an arduous work, but I believe that
it will serve and I will continue making modifications along the time,
don't believe that this it is the end of this FAQ. And please, don't
bother me with the errors of spelling or that sort of thing if it isn't
important, because by the problem of the FAQ in Spanish, I had to review
ALL the FAQ AGAIN, and write it in English (which I can't speak perfectly,
less write it).

------------------------------------
Well, I say goodbye, some doubt, suggestion, complains, history, blablabla
send it to my mail: [email protected] or put it in the message
board of GameFAQs. If you think of sending me mail garbage (SPAM) or a
virus, or another thing that it is not to make a well, I will see myself
in the responsibility of seeking vengeance... (joking!)
------------------------------------

All trademarks and copyrights contained in this document are owned
by their respective trademark and copyright holders.

Copyright 2003 Mauricio Cuellar
December of 2003