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              --== Guilty Gear X: Millia Rage Guide ==--
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VERSION: 3.0
LAST UPDATED: 6.9.01
AUTHOR: H Bomb <[email protected]>

This File is for private and personal use only. It can only be reproduced
electronically, and if placed on a web page or site, may not be altered
in any way. This disclaimer and the below copyright notice must appear in
full. This File is not to be used for profitable/promotional purposes;
this includes being used by publishers of magazines, guides, books, etc.
or being incorporated into magazines, etc. in ANY way. This File was
created and is owned by the above Author. All copyrights and trademarks
are acknowledged that are not specifically mentioned in this File.

Guilty Gear X (c) Arc System Works


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CONTENTS
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1. INTRO
2. NOTATION
3. MOVE ANALYSIS
4. COMBOS
  4.1 Ground Combos
  4.2 Juggle Theory
  4.3 Air Counter Combos
  4.4 Dust Attack Combos
  4.5 Super Combos
  4.6 Misc. Combos
5. STRATEGY
  5.1 General
  5.2 Okizeme
  5.3 Misc.
6. REVISION HISTORY
7. SHOUT OUTS
8. CLOSING


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1. INTRO
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Quite simply... Millia OWNZ. ... Okay... I guess I'll elaborate... she
has an unstoppable offense than only someone with ESP could possibly
hope to defend against. Knock the opponent down, play your cards right,
and you will win. Not only is her offense powerful, but it's fairly
mechanical and straight-forward. As long as you've got some pretty good
hand dexterity and reflexes, you will be able to counter any defense on
reaction. No thinking required (I exaggerate).

Okay... this is going to be a hardcore guide on how to play Millia like
a manufactured terminator bot. Little will be left up to the readers
imagination, but that shouldn't discourage you from adding some of your
own style later on. Anyway, there are some prerequisites to reading this
thing... namely a fairly good understanding of the game mechanics. Just
read any of the general FAQs on the net and you should be set. I'm going
to assume you know all the general techniques such as roman canceling,
faultless defense... etc.

You'll get more out of this if you read it from start to finish. Certain
things in the strategy section will be understood much better once you
have read through the move analysis and combo sections.


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2. NOTATION
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Controller Directions
=====================
Note: Opponent is to your right... (ugh, everyone knows this stuff)

 ub  u  uf
   \ | /
b -- n -- f
   / | \
 db  d  df


Button Layout
=============

  Punch    Slash

  Kick     HardSlash


Abbreviations
=============

 S          -  Standing
 C          -  Crouching
 J          -  Jumping
 /          -  Means "or"
 >          -  Separates moves in the Combo Section for clarity
 QCB        -  Quarter Circle Back
 HCB        -  Half Cir... blah... you know the rest


Note: Okizeme is Japanese. It means "to pressure a downed opponent"...
     err... something to that effect anyway. Keep it in mind since I'll
     be using the term.


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3. MOVE ANALYSIS
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Punch
=====
S: Useless
C: Useless
J: Fast and pretty good priority. Used in juggles and for countering the
  opponent in the air. If someone jumps at you, meet them in the air
  with this move and follow up with a juggle that floors them.

Kick
====
S: Good reach and speed. Nice dash in combo starter if you are looking
  to counter the opponent as you dash in. Otherwise stick to the...
C: Not as much reach, but still pretty fast and most importantly must
  be blocked low. My preferred dash in chain starter even if blocked.
  Getting your opponent to crouch block is a good start to getting
  Millia's offense rolling.
J: Same properties as her jumping Punch, but this move can also be
  double-jump canceled. That means if this connects during your first
  jump you can press any of the up directions to cancel the recovery
  time of the move and go into a double-jump. Adds some confusion to
  your assault and allows you to tack on more hits during juggles.

Slash
=====
S: Fast and good reach, but this is a poke type move and Millia is much
  stronger when she is as close to the opponent as possible.
C: Extremely useful. Speed and range are okay, but most importantly this
  is a low hit that can be JUMP canceled. This opens up a whole world
  of hurt when you take into account Millia's air special moves. THE
  most important move in her arsenal. Explained more in strategy
  section.
J: Probably her best jump-in attack. Causes good hit stun when it
  connects and has a fairly long duration.

Hard Slash
==========
S: Nice reach, but don't get poke happy. You want to STAY on your
  opponent. The strongest characters are those that can stay on the
  offense once they have obtained the initiative. Some game theory
  thrown in there for ya (This is why Millia is very strong btw).
C: Another crucial move. This move not only launches, but is jump
  cancelable as well. This means you'll be able to pull off Capcom
  style VS combos. A great portion of your strategy will revolve
  around getting this move to connect. This is how Millia deals out
  a good portion of her damage in juggle combos.
J: Another good choice for a jump in attack. Has a long duration and
  can hit up to three times. Priority is good, but the hit stun it
  causes when it connects can seem short when trying a jump in combo.
  A crucial juggle ender that floors the opponent and allows Millia
  to maintain the offensive pressure

f+P
===
Um... looks cute and has good priority, but knocks the opponent too far
away for my tastes. You can chain a f+HS afterwards, but it won't combo.
Used to interrupt impatient opponents. Very limited uses for this move.

f+K
===
An overhead. Can't be comboed in a chain and doesn't lead to any real
damage to make it worth while. It can be canceled into a special move,
but only the roll seems to be a good choice. Not recommended.

f+HS
====
Extreme reach, POWERFUL, and floors the opponent. Has some start up
delay so be careful. This is the only "poke" I can recommend since it
will put the opponent face down on the canvas. It's main use though,
is for tacking on some extra damage at the end of a combo or juggle by
hitting the opponent on the ground.

(Close) f/b+Hard Slash
======================
Millia's throw. Okay damage... nice visual effect. Just be glad it
floors the opponent and leaves you pretty close. A good option for
a blocking opponent. More in strategy section.

Slash+Hard Slash
================
Millia's launcher... otherwise know as a "Dust Attack." Speed is okay,
using it in a chain is okay. Placement will be key to getting this
move to connect when you want it to. Leads to strong juggles. More in
strategy section.

d+Slash+Hard Slash
==================
Millia's sweep. Probably the best in the game simply because of it's
range. Chains after a C.Slash and knocks the opponent down. Recovery
is short if blocked despite it's reach. You have better options if the
opponent is blocking though. Only use this in chains if your dash or
jump in attack connected, but you are too far to connect with a C.Hard
Slash.

Press S Repeatedly
==================
Blah. Poking move that knocks opponent away from you. BAD. Can be used
to zone the opponent, but you want to be ALL OVER them. Trust me.

QCF+S/HS
========
Millia spins and creates a disc around herself. The slash version
comes out fast and has greater reach, but almost no duration. The Hard
Slash version comes out slower, has less reach, but lingers for a while.
You will be using the Hard Slash version a lot. This move is critical
to your offense. Simply knock the opponent down and dash over them and
do the Hard Slash version. Or... hit the opponent off the ground with
f+Hard Slash and cancel into QCF+HS. Either way, the opponent will be
forced to get up off the ground blocking from fear of getting hit by
the disc. Both options are not entirely fool proof however. Explained
more in the strategy section.

QCB+P
=====
Um... yeah. Millia rides her hair like a surf-board and dashes across
the screen. Has long start up and hits low. I can't recommend doing
this, but I will admit that it can catch your opponent off guard some
times.

QCB+K
=====
Great move. Millia rolls along the ground QUICKLY. Can be canceled
from basic attacks and can be used to go through attacks and the opponent
as well. It's benefits are obvious. Getting behind your opponent quickly
is a good thing. Hard to counter unless you know it's coming. Millia
recovers fairly quickly. It's a great move as long as you aren't abusing
it. Don't let the opponent know it's coming.

QCB+Hard Slash, direction+Hard Slash x 4
========================================
Millia creates a bubble around her head. While this is happening you can
press directions and Hard Slash to make the bubble move in those
directions. It always goes forward first though and then in the
directions you entered. The start up delay on this move is straight up
horrible. I can only recommend it canceled from a knock down sweep (still
risky) or from across the screen while your opponent is playing chicken.
Once it comes out it provides EXCELLENT cover and allows Millia to dash
or jump in and attack as she pleases. It also ensures the opponent will
be in a defensive state making him more vulnerable to your mix up games.
The start up delay sucks bad, but look for opportunities to use this.
It's really good once it comes out. My favorite sequence is: df/d, f, b,
f. The bubble will come down and pass back and forth through the opponent
keeping him on the defensive.

(air) QCF+P
===========
Millia turns into a crescent moon and spins down at the opponent. Must
be blocked standing, hit's multiple times and floors the opponent. GOOD.
Millia bounces off the opponent if it's blocked and is left vulnerable.
BAD. However, the recovery time is not that bad. Especially from the
right distances. Anyway, the fact that it must be blocked standing makes
it the fastest overhead in the game. Simply jump and do this move the
instant your feet leave the ground. When used in conjunction with her
jump cancelable attacks (especially her low hitting C.Slash) this move
becomes VERY powerful. The fact that is floors the opponent allowing
for okizeme makes it even more devastating. Worth the risk and not
easily punishable if blocked. Best overhead when you know your opponent
is going to crouch block since it's next to impossible to block on
reaction thanks to it's speed.

(air) QCF+K
===========
Millia speeds towards the ground and can pass through the opponent, but
not through attacks. It's tempting to do this move naked out of the blue,
but extremely risky. It's best used in the same situations as the AIR
QCF+P (mainly after jump cancelable moves, especially C.SLASH) to get
behind a blocking opponent. Recovery is good, but should only be used
in situations where the opponent is on the defensive. Like the QCB+K
this move is really good when it is not telegraphed.

(While Blocking) f+two buttons
==============================
Millia's reversal... also called a "Dead Angle Attack." It's the same
animation as her close S.Slash, except it knocks the opponent into the
air. If you are close enough when it connects you can follow up with a
C.Hard Slash and juggle of your choice. Worth doing since it's easy to
deal mad damage with your offense as is. This will turn the momentum of
the match in your favor with almost no effort on your part. Costs one
super.

QCB,HCF+HS
==========
Millia sprouts wings, spirals upwards, and then dive bombs. Sucks if
blocked. Best used to spice up combos and does well as an anti-air
move. The dive bomb part must be blocked standing, but you are dead
if it is blocked.

QCF,QCF+S
=========
Millia shoots out 3 discs. Safe if blocked. Combos well from ground
attacks if you are close enough. Both of Millia's supers serve well to
tack on more damage if nothing else. They aren't very crucial to her
offense. This makes doing Dead Angle attacks worth while.

Destroy Move
============
Millia's destroy is really good actually. She sticks her hair in the
ground and it comes up wherever your opponent is on the screen. It's so
risky to miss with this though. Not having a tension gauge and no access
to faultless defense is bad news. I only use it on dizzied opponents.
During a combo/juggle you see your opponent get dizzy, immediately stop
it short or roman cancel your current move, press all 4 attack buttons
to enter desperation mode and bust out the destroy as fast as possible.
Pretty hard to shake out of unless you've got fast hands. Your opponent
can still do it though so don't count on this. Actually, it's pretty
easy for Millia to knock people dizzy so you'll have more opportunities
to try this out than you think. The fact that it homes in on the opponent
from wherever you are makes it a very tempting option once you see those
dizzy birds.


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4. COMBOS
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This part of the Guide will be broken into sections. Read through them
all. There is hardly ever one particular combo that you can do in any
given situation that will work on every single character. So most of the
stuff in this section will be theory. There will be some example combos,
but it's up to you to read and understand what's going on here and apply
these general ideas to specific situations. You'll be making up most of
your combos on the fly anyway.


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  4.1 Ground Combos
-------------------------------------------------------------------------

Most of the ground chains you do will be merely setups for Millia's
C.HardSlash and Dust Attack. As a result most of your combos will be
in the form of juggles. C.HardSlash chains easily after C.Kick > C.Slash
or just C.Kick by itself. You can tack on more hits at your discretion,
but remember that you don't want to knock the opponent too far away
from you. If the opponent IS too far away from you, then make the best
out of the situation and knock him down with a C.Slash > Sweep chain.


-------------------------------------------------------------------------
  4.2 Juggle Theory
-------------------------------------------------------------------------

Here is the most basic C.HardSlash juggle. It's very reliable and works
on all characters EASILY once mastered. You'll be doing this one the most
if not all the time.

C.HardSlash > Cancel into a super jump towards the opponent in the air >
J.Kick > J.Slash > J.Punch > J.HardSlash > land and hit the opponent on
the ground with f+HardSlash

You have to do the first J.Kick the INSTANT your feet leave the ground.
The other hits are just there to make sure you are at the right level to
allow the J.HardSlash to hit all 3 times. The weird order adds a little
more damage since the J.Slash hits earlier.

This juggle has more damage, but is harder to connect.

C.HardSlash > Cancel into a regular jump towards your opponent in the air
> J.Slash > J.Punch > J.Kick > cancel into a double jump towards your
opponent in the air > J.Kick > J.Slash > J.HardSlash > land and hit the
opponent on the ground with f+HardSlash

Again this must all be done pretty fast, especially the second J.Kick
after the double jump cancel. Tell you the truth... I never do this. It's
not as reliable... that goes for all other variations of C.HardSlash
juggles. The first one I mentioned is so good because it will hit in all
situations. Doesn't matter how heavy the opponent is or what range the
C.HardSlash hit from... the super jump will put you where you need to be.

There are several versions of the above combos that can be done. There
are more powerful combos depending on the opponent, but the first combo
I've listed will work on everyone and is your bread and butter. There is
a fairly general thing you can try if you wish to add more hits and
damage to your juggles though: During the juggle time your J.HardSlash so
that it will hit when the opponent is almost above you. After the 2nd or
third hit(it depends on opponent and height) cancel into the (air) QCF+P.
This will knock the opponent up a little more and allow you to land
first. Once you land you can attempt to re-launch the opponent. The most
successful attempt seems to be (close) S.Slash (1 or 2 hits) >
C.HardSlash. Jump up and continue the juggle afterwards. Doing this more
than once is probably not possible. Here is an example combo on Sol:

C.HardSlash > Super Jump Cancel > J.Kick > J.Slash > J.Punch > J.HardSlash
(3 Hits) > Cancel into (air) QCF+P > land (close) S.Slash > C.HardSlash >
Super Jump Cancel > ... etc.

When you keep hitting your opponent in the air he will fall faster after
each hit. Therefore, you will have to make sure all the hits in your
juggle are fast hits. You will have to leave out the J.Slash. A good
follow up to where the above combo left off would be:

J.Kick > J.Punch > J.Kick > J.Punch > J.HardSlash

All the moves come out fast and won't allow the opponent to recover.

These types of juggles are nice, but won't work on all characters and
worse yet the timing will change for different characters because of
their weight. Generally not as reliable, but still worth trying for the
extra damage and dizzy potential.

Note: Desipite what I've just said it is still in your best interest to
     at least attempt these extensions on the juggles. The hardest part
     of the juggles are landing after the air QCF+P and relaunching the
     opponent, but mucking that up will still leave you in an
     advantageous position. Just go for the okizeme right afterwards.

Note: Throughout the FAQ I make referances to the j.hs flooring the
     opponent in juggles. The air QCF+P comboed from j.hs in the air
     floors the opponent in the same way. I'm too lazy to tack that
     extra bit of info everywhere else in the faq.


-------------------------------------------------------------------------
  4.3 Air Counter Combos
-------------------------------------------------------------------------

If your opponent jumps in... you've got some choices. You can hit him out
of the air with a C.HardSlash or you can meet him in the air a la Capcom
VS game with an air combo that starts with Punch or Kick (fast attacks
are needed for that). You could also try the bird super (I'd save it for
guaranteed situations though). Anyway the concept is simple: launch or
meet the opponent in the air and tack on how ever many hits it takes to
make sure the last hit of your juggle (the J.HardSlash) hits all 3 times
and floors the opponent. It's imperative that all your juggles end with
this move and floor the opponent (all will be revealed in the strategy
section... if you haven't figured it out yourself already). EX: I hit the
opponent out of air with C.HardSlash and follow him with super jump... he
is much higher than he would be if I hit him off the ground with the
C.HardSlash so I cut my Air Chain short and just do J.Kick > J.Slash >
J.HardSlash. This ensures the J.HardSlash will hit all 3 times. Mission
accomplished.


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  4.4 Dust Attack Combos
-------------------------------------------------------------------------

You'll only need two juggles whenever a Dust Attack connects. Which one
you use will depend on how close you were to the opponent when the Dust
Attack connected.

Note: There are more juggles of course, but in terms of reliability and
     such... these are your best options.

If you were close to the opponent when the Dust Attack hits:

Press up to follow the opponent and then do J.Slash > J.HardSlash 2 HITS
This is kinda tricky you want the second hit of the J.HardSlash to hit
just as the screen starts to change colors (to the bright orange/red
color it turns into for Dust Attack Juggles) > Then cancel the 2nd hit
into AIR QCF+K to make Millia return to the ground. The opponent will be
in free fall, but WON'T be able to Air Recover. I can't explain this
fully, but it definitely has something to do with the screen changing
orange. There is a brief period during which the opponent can't recover.
Anyway... > Knock opponent out of air with C.HardSlash, then super jump
with J.Kick > J.Slash > J.Punch > J.HardSlash (all 3 hits). Make sure
that the 2nd hit of the first J.HardSlash DOES NOT send the opponent
down towards the ground. You want the opponent to still keep floating
normally. He just won't be able to air recover for some reason and you'll
be able to hit him out of the air with the C.HardSlash.

If you were far away from the opponent when the Dust Attack hits:

Do everything the same except after the AIR QCF+K. Millia will land
before the opponent, but the opponent will just pass over her head
making it hard for the C.HardSlash to connect. INSTEAD... jump straight
up (regular jump) and meet the opponent in the air with J.Kick >
Double jump cancel towards the opponent > J.Kick > J.Slash > J.Punch >
J.HardSlash. You can omit the J.Punch if it looks like the J.HardSlash
won't connect.

I really hope I explained these ok (got a BAD feeling I didn't).

Ok... some added comments, I'm too lazy to change all of the above, but
use the same ideas mentioned earlier in this combo section involving
the (air) QCF+P and re-launch. Ex on Sol:

Dust Attack > J.Slash > J.HardSlash (2 hits) > (air) QCF+K > ...

C.HardSlash > Super Jump Cancel > J.Kick > J.Slash > J.Punch > J.HardSlash
(3 Hits) > Cancel into (air) QCF+P > land (close) S.Slash > C.HardSlash >
Super Jump Cancel > ... etc.

All the same ideas apply. Not as reliable, hard to time... blah blah. But
STILL in your best interest to attempt.


-------------------------------------------------------------------------
  4.5 Super Combos
-------------------------------------------------------------------------

Aren't all that... heh. Anyway... just look at the above combos. Wherever
you see a C.HardSlash just cancel that with the Bird Super. If the bird
super hits in the right places (close to the middle of the stage) you can
run and meet the opponent as he bounces off the side of the wall with a
super jump J.Kick > J.Slash > J.Punch > J.HardSlash. Looks purty. If you
are too far away you can always run up and hit the guy on the ground with
f+HardSlash.

Cancel the 3 Disc Super from any ground attack (I prefer C.Slash). If all
3 Discs connect (it will depend on positioning and opponent's character)
the opponent will get knocked into the wall and will be vulnerable. Run up
and hit the opponent out of the air (after he bounces off the wall) with
C.HardSlash. Follow up with juggle of choice or Bird Super.

You can also cancel the disc super out of your air juggles after you land
from the air QCF+P. Land do 1 hit standing slash and cancel into either
super. After the disc one you can run after and juggle the opponent after
he bounces off the wall with a c.Hard Slash as mentioned above.


-------------------------------------------------------------------------
  4.6 Misc. Combos
-------------------------------------------------------------------------

The QCB+HardSlash bubble move will tack on more hits to your combos and
will actually allow you to add more hits to your dash-in chains (since
the bubble can be used to knock the opponent back into you). Experiment.

If you are too far away to connect with C.HardSlash always do C.Slash >
Sweep (d+Slash+HardSlash) instead to knock the opponent down.

It is possible to get some juggle hits after Millia's throw. Such as
S.Slash > S.HardSlash. Looks nice, but allows the opponent to air
recover and you will give up your opportunity for okizeme (strategy).
Use it if you want the damage though.

When you hit the opponent on the ground with (air) QCF+P they will be
knocked into the air and allow you to get some juggle hits off. You
should take advantage of this depending on how high the opponent is
launched. If it is only a little height, any juggle hits will only
bounce the opponent off the ground and allow the opponent to recover
like after the throw mentioned above. However, if the opponent is high
enough you can usually re-launch with S.Slash > C.HardSlash. Generally,
the higher Millia was when the QCF+P connected the higher the opponent
will be launched. There is a trade off though... the (air) QCF+P will
not come out as fast and the opponent can block it on reaction.

Note: Sorry for not providing you with an actual combo list, but the
     theory behind it all is more important anyway. Understanding when
     to do which juggle will make you more flexible. You'll be able to
     apply these ideas to situations not specifically mentioned. This
     is my hope anyway.


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5. STRATEGY
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*Drum Roll* This is it. Hopefully this section will bring everything
together for you and make things much clearer.

Note: Okizeme is Japanese. It means "to pressure a downed opponent"...
     err... something to that effect anyway. Keep it in mind since I'll
     be using the term.

-------------------------------------------------------------------------
  5.1 General
-------------------------------------------------------------------------

First thing to keep in mind. _BE_ FAST. Do EVERYTHING quickly. The
faster you are, the less time your opponent has to react.

Second thing to keep in mind... Millia does much better when she is as
close to the opponent as possible. This allows her to take full advantage
of her jump cancelable attacks and air special moves. That being said
it's also the hardest part to playing her effectively. Once you get
inside though... you should start feeling in control of things.

Modes of entry... dashing by ground or air. Just plain old jumping in
can be too slow and gives your opponent plenty of time to counter. If you
have some form of cover... like a hair disc or bubble, it makes things a
lot easier for you.

Whether you dash in or jump in with an attack... the first ground attack
you'll almost always use is her C.Kick. This is pretty much where her
flow chart starts from. After that, it all depends on what your opponent
does.

If C.Kick CONNECTS... then chain into C.HardSlash and follow up with a
juggle. If you are too far away to connect with the C.HardSlash, then
do C.Slash > sweep instead. Both options will knock the opponent down.

If C.Kick is BLOCKED, then you have some choices:

1. Chain into her dust attack to hit crouching defenders. This is risky
  unless you have some cover like a hair disc or bubble.

2. Chain into C.Slash > Sweep. The opponent might not block low from
  fear of getting hit by...

3. Chain into C.Slash > jump cancel > AIR QCF+P. Jump cancel towards the
  opponent and do the AIR QCF+P the instant your feet leave the ground.
  The opponent will be floored allowing for okizeme. This is an overhead
  attack that comes out FAST. It will make your opponent think twice
  about blocking low.

4. Chain into C.Slash > QCB+K. The roll will allow Millia to go behind
  the opponent. When that happens do a C.Kick and go from there (i.e.
  follow the options above again).

5. Chain into C.Slash > jump cancel > AIR QCF+K. This works just like
  the roll option, but can be faster depending on how close you are. If
  your C.Slash hit very close, then you can cancel the jump much closer
  to the ground and get behind the opponent very quickly. Just like the
  roll, stick out a fast C.Kick right afterwards and go from there.

6. Chain into C.Slash > sweep cancel > etc. Okay, this one is kinda
  tricky. You can do a roman cancel, but that costs too much super. The
  sweep cancel can be done by chaining a sweep from any attack and then
  doing faultless defense immediately afterwards. Command input looks
  something like C.Slash > HOLD db+Slash+HardSlash > While still
  holding db, press Punch+Kick. It will look like a C.Slash being
  canceled into a faultless defense. You'll be free to move afterwards.
  You'll be able to run up and do a C.Kick and repeat the flow chart or
  just throw the opponent if you know he is going to block. You have to
  cancel the sweep FAST and you have to move quickly to take advantage
  of the cancel. If you are not fast enough, then the opponent can react
  and the whole thing is pointless.

7. Throw. Just walk up and throw the guy. This is a valid option after
  air QCF+K and QCB+K also.

8. Chain into C.Slash > jump cancel > ... etc. This one I'm going to
  leave open. There are lots of things you can try. Jump in with
  another attack, fake a jump-in attack only to land and do a low hit,
  air dash away to regroup... etc. Plenty of things you can try.

Note: Remember that the C.HardSlash is jump cancelable even if blocked.
     Therefore, if you got carried away and busted it out on a blocking
     opponent, feel free to jump cancel into any of your air special
     moves or even double jump or air dash. Either way it's not ideal,
     but it's best to make the most out of the situation.

Note: Run up throws are tricky if you don't have a command throw, but can
     still be done with regular throws. Simply run up to the opponent
     and press back to cancel the dash just as you get right next to him.
     Follow up with the throw command. This can be done with faultless
     defense for even more speed and surprise factor. Run up to the
     opponent and cancel the dash with a faultless defense right as you
     get next to him. While still holding back from the command for
     faultless defense, press HardSlash to throw the opponent. This
     method seems much faster. Be quick about it for both methods.

Attacking from the air is Millia's most common mode of entry when the
opponent is not floored. Dashing in from the ground can be kind of hard,
especially against opponents with reach. Here are some options. I can't
believe I overlooked this when I first released this guide. Use your
double air dash to avoid attacks and get in fast. Try to air dash as
close to the ground as possible. Millia's air dash is much faster than
just running in and the opponent will have less time to think.

1. Jump in with Slash. If it hits: land and combo. If it is blocked:
  Land and dash in with C.Kick. Go flowchart crazy after that.

2. Jump in without an attack. Land and start the flowchart from C.Kick.
  If the opponent was waiting to block the J.Slash, he will get hit
  by your C.Kick and you can combo. Otherwise... flowchart.

3. Jump in without an attack. Land and throw. This is a risky option
  and not very damaging. However, if you KNOW the opponent is going
  to block (you just don't know whether it's going to be high or low)
  then this is "guaranteed" damage.

4. Jump in with Slash and cancel into (air) QCF+P. This will hit guys
  who block low right after blocking your J.Slash. Mixing this up
  with option #1 is great.

5. Jump in with Slash and cancel into (air) QCF+K. The higher the
  J.Slash hits the greater the chance you'll end up behind the
  opponent... which is really what you want. Even if you don't this
  will be sure to freak your opponent out. Remember your options
  after this move: Throw or flowchart from C.Kick.

6. Jump in with Kick. If it connects... it will be hard to combo, but
  try. If not... flowchart OR double jump cancel it and try any of
  the above options. This is a POOR choice, but I list it here to be
  complete. The thing is... it's just NOT safe. You have no cover
  and the opponent will see your jump in slow motion. Only try it if
  your opponent is turtling mad crazy style.

The above options are good ANY time you find yourself jumping or air
dashing in.


-------------------------------------------------------------------------
  5.2 Okizeme
-------------------------------------------------------------------------

Okay... Millia gets a whole section for this because this is where she
shines. You'll notice that some stuff I've listed above including throw,
juggles... etc. will leave the opponent floored on the ground unable to
air recover and Millia standing right on top of him. PERFECT opportunity
for you to lay the smack down with some okizeme. Let's run down the list
of things mentioned above that will knock the opponent down and CANNOT
be air recovered out of (making them very kickass moves):

1. Throw
2. Any juggle (ending with 3 hit J.HardSlash of course)
3. Any Dust Attack juggle (3 hit J.Hardslash ender)
4. Sweep
5. AIR QCF+P
6. Supers

Note: Just about everything actually.

All of these attacks will allow Millia to CONTINUE to pressure the
opponent. Millia has 3 main options while the opponent is on the ground
(there are of course many things you can try, but these are her "best"
options):

1. Run over the opponent and do QCF+HardSlash. This will create a disk
  that lingers over the opponent and make him much more passive when
  getting up. Makes ya think twice about doing wake up moves when you
  know there is a perfectly timed attack waiting for you as you are
  getting up.

2. Hit the opponent on the ground with f+HardSlash and cancel into
  QCF+HardSlash for the same effect mentioned above. HOWEVER, if the
  opponent has good timing he can air recover immediately after the
  f+HardSlash in SOME situations. It depends on the character and what
  caused the knockdown. For example, when you juggle someone, the more
  hits you inflict the faster the opponent will fall to the ground.
  Therefore, if you hit someone a lot of times before doing the f+Hard
  Slash to hit him off the ground, he will not be able to air recover
  since he falls to the ground too quickly to do so. The number of hits
  it takes for the f+HardSlash to be inescapable afterwards for most
  characters is around 8 or 9, but this is just a rough estimate.

3. Wait for the opponent to hit the ground, then run up and hit him
  off the ground with a C.Slash > S.Hard Slash chain. The C.Slash will
  hit him off the ground and the S.HS will connect before he has a
  chance to air recover. Cancel the S.HS with the QCF+HS. This should
  be used instead of option 2 for those instances where the opponent
  can recover after the f+HS. This sequence is inescapable, but does
  less damage. You should use this after a C.Slash > sweep knock down
  chain and after short juggles on light characters who will be able
  to escape the f+hard slash as mentioned above.

After the sweep you have another option. The Bubble move. This will be
discussed later. General okizeme options that most characters can try
will be discussed later as well.

Okay, so now the disc is right over the opponent and he's at the mercy
of your mix up games, right? Not entirely. When someone is getting up
off the ground, he has like a frame (I don't know the exact details)
where he is totally invincible. If your opponent is REALLY good, then
he has a few options.

1. Do a wake up move with a lot of priority. Any move with invincible
  frames at the beggining should work.

2. Do a throw. Command or Regular. If the opponent times the throw
  perfectly, he will grab you and go right through the disc (he'll
  be invincible during his throw animation). This works because the
  throw connects during that instant of invincibility while the
  opponent is getting up (throws are pretty instant also). Avoid
  regular throws easily by just taking a step back, but command
  throws that have reach can be problematic (Potemkin).

3. Do an off the ground backdash. The backdash has a few frames of
  invincibility and can be done off the ground to go RIGHT THROUGH
  your disc. This is something every character can try. If you were
  as close to the floored oppponent as possible when you did the
  disc though... I do not think it is possible for them to escape.

Okay... that being said... these few counters are NO WHERE NEAR EASY.
The guy would have to be pretty confident to try it in the first place.
You only have like a frame to make sure the last command of whatever
input you're doing comes out during. I'm not sure if this can be buffered
or not, but as of right now it's pretty damn hard to time regardless.
Still... you should be aware of these counters. Especially the first one.

Note: Actually, the get up throw shouldn't be a problem at all. If you
     are worried about it, just back off, wait for the disc to connect
     and dash in right afterwards. Time your attacks so that they
     hit just after the disc though. Or just jump in after the disc.

So now we assume your opponent is going to be prudent and just defend.
About the only things he can do are block and use faultless defense.

You could start the flowchart mentioned above from C.Kick, but the disc
already hits the opponent and starts to knock him away from you. So
treat the disc hit as a C.Kick and follow the flowchart from there.

The best move to use is the C.Slash. Try to time it so that is hits the
opponent as he gets off the ground. Even if the disc is there it's better
to make sure your opponent has no breathing room what so ever. Also note
that if the opponent tried a wake up move and failed, he will be hit by
both the C.Slash and disc around the same time (the C.Slash will hit
everyone in this situation except for Zato). You can chain into a C.Hard
Slash and follow up with a juggle (you'll have to cut it short though,
I recommend: J.Kick > J.Slash > J.HardSlash).

You can do the C.Slash into ground flowchart options mentioned above, or
just the Dust Attack by itself (using the cover from the disc), or
C.Slash > Dust Attack, and now C.Slash > C.HardSlash. You'll have to do
the C.Hard Slash only after you're sure the low hitting C.Slash will
connect.

Aside from starting the flowchart from the groud. You can jump in right
after the disc as well. The disc will provide enough cover for you to
jump in without fear. The opponent will block the disc hit and will have
no time at all to try and couter your jump-in attack (if you do one). In
fact if the disc hits, you can hit the opponent out of the air with a
J.Slash, land, and then launch with a C.HardSlash into juggle.

You've got some options if you decide to jump in after the disc and it
is blocked. Just use the options mentioned above for when jumping or
air dashing in.

Finally, let's discuss that other option of doing the bubble move after
a sweep. This is actually my favorite option after a sweep since it's
about the only somewhat safe time to try it. If you want to play safe,
then just go for the disc, but playing Millia is mechanical enough
that you'll want to try something daring once in a while (that's when
she really starts to look impressive). ANYWAY... Just cancel into the
move as soon as the sweep knocks down and enter your favorite 4
directions+HardSlash. The bubble will come out and move in those
directions. As mentioned above, my favorite sequence is db/d/df > f >
b > f. The first down direction is supposed to make the bubble move
down to where your opponent is (depending on how far away you were
when the sweep connected) and the other directions will cause the bubble
to move back and forth through the opponent. Once they block the first
hit they will be trapped as the movements come out pretty fast and can
even combo. They are at your mercy during this time. Feel free to rush
in with C.Kick and get flow chart happy.

Okay, this is also not fool proof. The opponent will get up off the
ground around the time you start to recover from the move. If the bubble
doesn't scare him into blocking (or if he's just had enough bull and
can't wait any longer) he'll probably bum rush you. If he runs up and
throws you... well... that just plain sucks since the bubble will have
no chance of hitting him. Therefore, if you think that is going to happen
you'll have to input a sequence that makes the bubble come closer to you
(like, db > b > f > b) and jump away. If he tried run up throw or
anything else he'll get hit by the bubble as it comes back and you'll be
able to combo from it. About the only other option he has (and probably
the safest one) is to jump away with faultless defense active). Of
course if you anticipate that, you could always input a sequence that
will make the bubble move out farther and then run in and pressure him
with your flow chart options while he's still defending. Anyway, you can
see how this can be fun if you read your opponent correctly. And it's
better than boring safe play all the time.

As for general okizeme options... it's basically just jumping or dashing
in on the opponent without the cover of a disc. You'll have to do this if
you were not able to do the disc. The disc is great because it almost
guarantees the opponent will be in a defensive state. It SERVERELY limits
his options and allows you to put the hurt on him with all your guessing
games.

That about covers it all I think. It's important that you have all these
options at your finger tips and can bust them out on reaction. If you do,
you can simply react to your opponents on sight and eat through every
defensive action they take. The roll and AIR QCF+K are especially
important and make the opponent 2nd guess himself. The threat of all your
options will make your opponent feel helpless the second you knock him
down or just get close even. Not only that, once you actually connect
with something, every offensive action you take will leave the opponent
on the ground with a disc over him. The beauty of her offense is that it
DOES NOT STOP once you've obtained the initiative. You'll play matches
where the opponent won't be able to do anything the whole time except
block, botch up desperate off the ground attempts, and get hit. Heh heh.

Welcome to the dark side.

-------------------------------------------------------------------------
  5.3 Misc.
-------------------------------------------------------------------------

This will be sort of a random strat. and misc. info section. As I happen
to find out interesting stuff it might be posted here in the future.

Let me start out by saying that Guilty Gear X is really popular in Japan.
Not the most popular game mind you, but more people play that game in
Japan than the most popular fighting game here in the states (just to
give you an idea of how pathetic the fighting game scene here is in the
states compared to those Asian countries). The player base is huge and
all that competition breeds the strongest strategies and players.

Recently my Japanese friend showed me some tournament footage from Japan.
The clips were just from the final matches, but I got to see some strong
players duke it out. The clips were of the semi finals till end. And the
remaining 4 players competing used Zato, Baiken, Johnny, and Jam. The
final came down to Baiken vs. Johnny. It was unfortunate but Zato and
Jam more or less got their asses kicked so I was not able to gain any
knowledge on how to play them better. However Johnny and Baiken players
used some incredible techniques.

Millia is a very popular character and is abused quite a bit. As a result
there are many counter strategies for playing her. I'd like to note that
in most of these tournaments most of the people entering pick Millia, but
all the Millia players are eliminated early on or mid tournament. This is
not to say that she is a weak character, but like I said... because of
her popularity many people are aware of her strategies and know how to
counter them. I wish I could tell you her weaknesses, but without many
people to play against here in the states it's hard to find out.

Johnny - is a fucking monster. This guy is STRONG. I didn't realize how
much until recently. Once he gets going you are going to be losing very
quickly. He has excellent range and pretty much ownz everyone on the
ground. For anti-air, his f+P uppercut leaves his upper body completely
invincible (attacks go right through him) and juggles the opponent. The
real damage comes in from his coin toss, cloud move, and mist slash
specials. Once he hits you with a coin and gets that level 2 mist slash
you are in trouble. Once you are hit with lvl 2 slash you cannot air
recover. This allows Johnny to hit you with another coin as you hit the
ground, dash over you, and do an off the ground hit cancelled into his
mist. He starts a chain as you are getting up and the mist connects
making his slash specials unblockable. He ends the chain with the lvl 2
mist slash... repeat. This is pretty devastating. He only needs to do
this 3 or 4 times to kill you and it's very hard to escape. Combo in
supers for more damage. f+HS does mad damage also. So how does Millia
beat this guy? If he's zoning you try a dash in roll to go through his
attacks. You have to get in close... it's imperative. Once you do you
may be forced to stick with your ground mix ups. His uppercut will
knock you out of all your jump cancelled stuff. Once you knock him
down though he's just as vulnerable as anyone else. Try to stay
grounded or double air dash behind him to get him to whiff that uppercut.
You'll have to fake him out of his moves. They have long range, but
don't recover tremendously fast. You'll have to be fast when you see
that opening.

Baiken - another strong character. Her jumping HS is a BEAST. Eats out
like... everything. Johnny won the last round of the last match in the
tourney by uppercutting her out of a j.HS and zoning her with mist/coin/
slash trap, but this move seems to cause havoc for everyone else.
It basically allows her to get close and start mixing it up. It can also
be done early in the jump and still allow her to land and combo. The
guy used the following combo exclusively. J.HS > close S > sweep...
dash over floored opponent and off the ground with f+HS > sweep...
cancel the sweep with a jump straight up and do the floor mat move in
the air. The floor mat move works like Millia's disc. It basically keeps
the guy on the defensive and allows Baiken to go for Okizeme. She does
the usual high/low/throw mix ups afterwards. Baiken is not as fast as
Millia, but she makes up for it with strength of attacks and priority.
She also has the ability to stop any offensive rush with her reversal
moves. She is very strong and hard to deal with. You have to cut all
your guessing games short so that she does not reverse you if she
blocks something. If you know she is going to reverse use your roll
to go through the reversal and get behind her. Once she is aware of
that you can attack her like normal, but the roll will be important if
you want to get past the reversals. Otherwise just use your speed to
your advantage. Don't try to match her Jumping HS. Just run under or
away from her. Or try to get higher than her and attack. You don't
want to be below that move when it comes out.

Zato - This guy put up a fight, but I still didn't see much with him
other than basic rush down and okizeme. He knocks you down, does an
off the ground chain, and cancels with close drill move. The drill does
not hit, but stays over the opponent like Millia's disc (see a pattern
here? The strongest characters have great okizeme.) Anyway, that drill
combined with all the Eddy attacks allow him to do some interesting
rush down and okizeme stuff. There are too many options to list here,
but basically he's a nightmare once he knocks you down. However, he
seems to have a very hard time knocking you down in the first place.
Again I really didn't get to see this guy shine, but just be cautious
if he knocks you down.

Honorable Mentions. These characters are often recognized as being
strong by the majority of players, but I have trouble seeing any
truly overwhelming strategies for any of them. I mention them here only
for the sake of saving face I guess... er... something like that.

Chipp - I think we all know this guy is capable of mad rush down, but
he takes damage like a bitch. And his okizeme isn't all that great other
than the fact that he can be... uhh... fast.... yeah. I'm struggling
here. Anyway, this will be a matter of who has better reaction time, but
generally Millia should be able to rock this guy's world. Ream him with
your okizeme and take advantage of his weak constitution. This is like
the only character you can afford to trade hits with.

Dizzy - Does mad damage and is a zoning monster, but does not seem to
have many option when it comes to okizeme. You'll just have to approach
cautiously, but feel free to go buck once you have knocked her down.
Her S.Hard Slash has a lot of reach, but doesn't have a great recovery
time. Use your roll to go through her attacks and get close.

Jam - For some odd reason she is capable of doing a lot of damage with
her comboable specials... especially when powered up. Solution? Don't
let her power them up for starters and then don't let her combo you. Jam
hardly has any setups. About the only way to play her is to wait for the
opportunity to land a clean hit and then make the most of it with a huge
damaging combo. Just keep your rush tight. Play mad safe when on offense
and don't give her those openings.

Sol - Slow, but has power and priority. Use your speed and if he gaines
the initiative watch out for that command throw! Sol hardly has many
opportunities to rush you down so when he gets close he will be looking
to throw your blocking ass with that command throw. Roll through his big
slashes if they are zoning you out.

Other characters - No contest. Heh... but seriously, there is no contest.
Just kick their asses and be done with it. Ok... I'm kidding. Um... just
use the strategies listed in the faq... duh.

That's all for now (and probably forever).


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
6. REVISION HISTORY
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

VERSION 1.0 (1.9.01)
- First version.

VERSION 2.0 (3.12.01)
- Not a whole lot of new stuff, but you'll find some new info in the
  combo and strategy sections. Changed the format a little.

VERSION 3.0 (6.9.01)
- Added a Misc. section to strategy. Never got around to distributing
  this FAQ last version so look the whole thing over for new stuff.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
7. SHOUT OUTS
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Ben Cureton a.k.a. Tragic <[email protected]>
- This dude gets mad props for everything he has done for the Guilty
  Gear X Community. His site kicks ass (http://www.gamecombos.com) so
  check it out. If you're not sure on something read his manual or visit
  the site. This is love for the game, man. This is what it's all about.

"The KiD" <[email protected]>
- Gotta give my boy credit for putting out a slick FAQ. This goes out
  to him and the rest of the SC. Keep it real mah bruthas. ha ha.

Sammy, Arc System Works
- For making an incredible game. Maybe this will inspire Capcom and SNK
  to put out some mad crazy stuff of their own.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
8. CLOSING
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

And there you have it. Sorry for the organization. Looking back over
everything ... it sure looks cluttered. Oh well. Oh yeah... there's
absolutely no reason for you not to be able to kick ass with Millia now.
So... DON'T lose. heh.

This will probably be if for this guide. I mean... no more revisions.
About the only things missing are character specific strategies and maybe
some other specific techniques. The fact of the matter is... no one plays
this game. It's unfortunate that this game didn't get much distribution
here in the states. Still... it was pretty cool to put down all these
ideas on paper. Thanks for reading.