I. INTRODUCTION
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Hi, welcome. This is essentially a project to keep me from getting bored. Do
note that is isn't a regular character faq. I'm not going to bother with her
alternate costume colors, or her background story from the game and other such
nonsense. This faq is purely a technical analysis of the tools she has at her
disposal during competitive play, and as such will be updated as new millia
tech is discovered.
II. DISCLAIMER
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This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
III. VERSION HISTORY
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Version 1.0? I guess so. Actually, it's more like .5 or something because it
isn't exactly finished... but who cares. It's going to updated constantly
anyway, so why bother with version #'s?
IV. CONVENTIONS
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Directionals:
7 8 9
4 5 6
1 2 3
This is the setup of the numpad on your keyboard. It is used to describe
directionals that make up special moves that require motions, and movements
liking jumping, ducking, dashing, etc. All motions described assume that your
character is facing the right side of the screen. So, a fireball motion would
be 236, a shoryuken motion would be 623, etc.
1 = diagonal down-back
2 = down
3 = diagonal down-forward
4 = back
5 = neutral (no direction)
6 = forward
7 = diagonal up-back
8 = up
9 = diagonal up-forward
Buttons:
P = punch
K = kick
S = slash
H = hard slash
D = dust
Conventions:
j. jump - modifies attack (ie: j.S, jump slash)
hj. high jump - modifies attack (ie: hj.S, high jump slash)
(c) close - modifies attack (ie: S(c), close slash)
(f) far - modifies attack (ie: S(f), far slash)
d. dash - modifies attack (ie: d.K, dash kick)
ad air dash - modifies attack (ie: ad.K, air dash kick)
iad. instant air dash - modifies attack after a jump cancel (JC)
(ie: 2H -> JC, iad.S, instant air dash Slash)
[ ] "Hold" - hold button indicated.
-> Cancel - used in combo explanations, cancel first move to second
/\ Homing Jump - used in combo explanations, hold up direction after Dust
launch
FD Faultless Defense - press 4+P+K to perform (requires Tension)
IB Instant Block - press b as a move is about to strike
(also known as Just Defend)
RC Roman Cancel - press any 3 buttons during attack (hit or blocked)
FRC False Roman Cancel - press any 3 buttons during specific attack
(hit, blocked, or whiffed)
JC Jump Cancel - press any up (9,8,7) direction during jump cancel-able
move (unless noted, assume 9)
HJC High Jump Cancel - press down then any up direction during jump
cancel-able move
JI Jump Install - press any up direction during jump cancel-able move
during a string or special
ID Impossible Dust - refers to Impossible Dust technique
CH Counter Hit - abbreviation for Counter Hit (move interrupts an
attacking opponent)
IAD Instant Air Dash - perform quick air dash close to ground
(used outside of combos)
DM Damage - total damage the move inflicts
TG Tension Gauge - amount the Tension Gauge increases when move is
performed (whiff/hit)
LV Level - determines how much guard/hit stun move inflicts
(see: Attack Effects)
F Frames - GGXX is 60 frames per second. 20F means "20 frames" or 1/3rd
of a second
(#) # of hits - Let move hit only as many times as mentioned before
canceling
(NC) Non-consecutive hit - Even though the move can be gatling'ed or
canceled into, the startup of the move has a longer duration than the
hit-stun from the previous move. AKA, it can be blocked.
(CH) On counter hit - Move will only connect if the previous move was a
counter-hit.
(FH) First hit - only the first hit can successfully be comboed out of/into.
(CS) Character specific - any attributes assigned to this move are character
specific, and may not work on all characters.
(A) Airborne opponent - can only be a consecutive hit if opponent is in the
air.
(W#) Whiff - the duration between active frame windows in multi-hit moves.
Guard Guard - how to guard move. H: high guard, L: low guard,
F: FD in air, A: basic air guard
Cancel Cancel - how move can be canceled: c (cancel to self), C (2-1),
R (RC), F (FRC), J (Jump)
EX Execution - move begins hitting on indicated frame
AC Active - how long move will actively hit for
Gatling Combination - used in combo explanations, moves on either side are
part of a gatling (ie: S-S-2S)
SD Static Difference - advantage / disadvantage when move is guarded.
First value corresponds to the earliest point at which the move can
connect, and the second value corresponds to the latest point at which
the move can connect. Both values are based on standard ground block.
Any other values based on something other than standard ground block
can be found at GCC, even though I may discuss them here(see links
section)
V. CHARACTER DATA
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Most of these measurements are either frames(like duration times), dots(the
velocity and acceleration), and multipliers (which is the percentage of damage
taken compared to a set variable, which is sol at 1.00, or some other measure
based on a set variable). For more info on these, go to GCC.
Weight: x1.05
Damage Modifier: x1.21
Stun Resistance: 55
Guts Rating: 3
Forward Walk: 4.50 dots
Backward Walk: 3.50 dots
Forward Dash Initial Velocity: 11.80 dots
Forward Dash Acceleration: 0.45
Forward Dash Resistance: x1.11
Back Dash Velocity: 14.0 dots
Back Dash Invincibility: 6F
Back Dash Duration: 10F
Jump Vertical Initial Velocity: 28.0 dots
Jump Gravity: x1.60
Jump Start-up: 3F
Jump Duration: 35F
Pre-Jump Horizontal Velocity: 4.70 dots
Post Jump Horizontal Velocity: 4.50 dots
High Jump Vertical Initial Velocity: 29.0 dots
High Jump Gravity: x1.10
High Jump Duration: 53F
Pre-High Jump Horizontal Velocity: 8.00 dots
Post-High Jump Horizontal Velocity: 7.00 dots
Forward Air Dash Velocity: 20.0 dots
Forward Air Dash Duration: 10F
Back Air Dash Velocity: 15.00 dots
Back Air Dash Duration: 10F
Gravity Balance Defense: x1.25
Gravity Balance Resistance: late
face-down knockdown duration: 34F
Face-up Knockdown Duration: 36F
All gatling and cancel charts are based on a standing/crouching Sol dummy.
Heres a chart on different hit stuns and their durations:
===============================================================================
Hit Type | L1 L2 L3 L4 L5
|
Standing Hit | 10F 12F 14F 17F 19F
Crouching Hit | 10F 13F 15F 18F 20F
Air Hit | 10F 12F 14F 16F 18F
Standard Guard | 09F 11F 13F 16F 18F
Faultless Defense | 11F 13F 16F 19F 21F
Instant Block | 07F 08F 10F 12F 14F
Air Standard Guard | 10F 12F 14F 17F 23F
Air Faultless Defense | 12F 15F 18F 24F 27F
Air Instant Block | 04F 06F 08F 10F 12F
Ground Counter Hit | +0F +2F +04F +08F +12F
Air Counter Hit | +6F +9F +16F +18F +21F
===============================================================================
Note: Ground Counter Hit and Air Counter Hit add the indicated frame amount to
the Static Difference. Example, if L3 attack normally has a SD of +3 on
Standing Hit, when a Counter Hit is scored, the move will now have a SD of +7
(+3 standing hit added to the +4 Ground Counter Hit). Since standing guard is
the variable GCC based all their SD data on, just add/subtract the difference
between the different stun types (if they instant blocked millia's 6K(lv5), the
SD is now +3/+6 - (18 - 14) = -1/+2).
P is your main anti-air with millia, and is almost completely safe on whiff.
When you connect with a P on an airborne opponent, the follow up is the same
as when you combo off millia's throw(see combo section). Don't be afraid to
mash it a few times to make sure it connects.
2P
DM TG LV Guard Cancel EX AC RE SD
9 1.4 1 HLF CR 5 2 6 +2/+1
- Base damage correction: 85%.
Gatling Chart:
------------
P
2P
6P
K
2K
S(c)
S(f)
2S
H(first hit)
2H(NC)
6H(NC)
D(NC)
2D(NC)
------------
This move is a pretty average poke, and only has a handful of uses that the
2K or P doesn't exactly satisfy. For instance, 2P is a part of her universal
throw combo (see combo section). 2P also hits any crouching opponent, where as
most characters can duck a P. It's also used for poking out of throw setups
since it activates so quickly, and has a pretty tall hit-box. Other than that,
stick to 2K as your ultimate low poke for high/low and tick throw mix-ups.
6P
DM TG LV Guard Cancel EX AC RE SD
22x2 2.6 3 HLF CR 7 9, 3 20 -9/-7
6P is your strongest anti-air, so use it against huge startup jump-in attacks.
6P is also used to stop high priority ground pokes, and because it causes
stagger on CH, you can get creative with how you punish people. Canceling
into a 2H for an air-combo works, or gatling to knockdown (6P-H-2D) also works
if you are too far away to connect with a 2H. Sometimes, I'll cancel into 5D
just for the fun of it, or if I want to turn the opponent around with an ID
combo. 6P is also an alternative to S(c)/S(f) during relaunches or combos off
of millia's throw.
K
DM TG LV Guard Cancel EX AC RE SD
12 1.4 1 HLF cCJR 5 6 14 -10/-4
K is basically 5P, but with more mix-up potential and less damage potential.
With K, you can cancel into a high (6K), a low (2K/2S), itself, or a jump. In
effect, if someone blocks a K, the chances of them blocking the next hit are
pretty low as long as you don't get predictable. This move sees heavy use in
millia's okiseme (see trap section). And, like 2P, it has a much taller and
lower hit-box than P. It also executes in 5 frames, and has the longest reach
out of her 3 fast pokes, so is good for poking at short/mid range.
2K
DM TG LV Guard Cancel EX AC RE SD
8 1.4 1 L CR 5 2 7 +1/+2
- Base damage correction: 75%.
- 3-11F Millia is considered crouching.
2K is millia's best mix-up tool. It's her quickest low hit, it can gatling into
K and 2S, it can be used to tick throw, it can be recovered quickly into 6K
to dodge tick throw punishment, and it even makes pizza. This move is really
important to millia's arsenal, so get used to using it and learn to connect
it's small active frame window in her okiseme.
6K
DM TG LV Guard Cancel EX AC RE SD
25 3.8 5 HF CR 17 4 12 +3/+6
- 1-18F lower body invincibility.
- 19-20F foot invincibility.
- Base damage correction: 80%.
- No Gatling Combinations.
- Hits crouching opponent on 19F.
6K is millia's main overhead. It can be canceled into 214P and 236S, making
non-tension follow-ups possible in the corner. It's also a level 5 attack, so
if it connects on CH, you can dash in and link it into an air-combo. It's main
use is in her rush-down and mix-up, but it sees equal power in her okiseme.
S(c)
DM TG LV Guard Cancel EX AC RE SD
22x2 2.6 3 HLF CJR 7 3, 3 17 -6/-4
Gatling Chart:
------------
6P
S(f)
2S
H
2H
D(NC)
------------
S(c) is used solely for the purpose of comboing. It's mainly used as a lead in
to 2H off ground pokes, off of traps, and on her relaunches because it pushes
back much less than any other link into 2h, and has a low but VERY tall
hit-box. For the same reasons, it's also a great gatling into H-2D or
S(f)-H-2D for knockdown. Against some moves that come in at something greater
than 85 degrees, it can be used as anti-air.
S(f)
DM TG LV Guard Cancel EX AC RE SD
28 2.6 3 HLF CR 7 2 16 -4/-3
Gatling Chart:
------------
H
2H
D(NC)
------------
This move has really good reach, speed, and damage. This and 2D are her staple
midrange pokes, since they have more reach than K, and more height than 2S.
It's fairly safe on block, and can lead to either 2H, or H-2D for knockdown.
It can also gatling into 2S for mix-up and iad options. In combo's, it takes
the place of S(c) during relaunches that are farther out, and is used during
her more damage throw follow-up combos.
2S
DM TG LV Guard Cancel EX AC RE SD
26 2.6 3 L CJR 9 2 15 -3/-2
Gatling Chart:
------------
H
2H
D(NC)
------------
2S is millia's most reliable low hit, since it is jump cancel-able,
combos immediately into 2H, and a lot of millia's normals can gatling
into it. it also cancels into anything S(f) can. It's main use though, is in
her more elaborate okiseme setups and cross-ups with her jump cancel options.
Don't let it's telegraphed nature deceive you, it's active frames window is the
same size as 2K.
H
DM TG LV Guard Cancel EX AC RE SD
30x2 3.8 5 HLF CR 6, 12 4(W2)2 21 -4/-3
This move is filler to get to her 2D, and to cause damage getting there. It's
main use outside of combos though is to cancel it with a 236H or 2D-> 236H,
and start her zoning game. It also has some very character specific uses
which I'll mention later(see combo and rush-down section).
2H
DM TG LV Guard Cancel EX AC RE SD
40 3.8 4 HLF CJR 11 7 12 -2/+4
2H is THE launcher for millia, and the main facilitator for dealing damage
during said combos. At a lovely 40 damage, you will see more of this move in
the combos section. Other than that, you can use it on okiseme if you like,
since it is extra meaty. I prefer to stick to 2K/2S/etc. for my meaty hits.
If you time it early enough, it can also be anti-air.
6H
DM TG LV Guard Cancel EX AC RE SD
60 3.8 5 HLF CR 16 3 25 -9/-7
Oh the damage, 6H does very nicely in corner combos (see combo section). But
alas, that is all it can do. Sometimes you can use it to snuff out attacks,
but having no follow-ups on ground takes away any usefulness it might have.
D
DM TG LV Guard Cancel EX AC RE SD
12 2.6 3 HF R 25 3 23 -16/-14
- No gatling combinations.
- Not cancel-able.
Notes:
Millia's dust is 27 frames of start-up. But, during most of those frames, she
is at the same height as her crouching kick. Millia's dust isn't all that
important to her game, since she has better overhead options, but it certainly
adds to her mix-up game, and has a few very specific uses.
2D
DM TG LV Guard Cancel EX AC RE SD
26 2.6 3 L CR 13 3 12 -1/+1
- 10-21F foot invincibility.
- No gatling combinations.
2D is the lower partner to S(f) as her mid-range poke. Learning your distance
with this move is very important, because her sweet spot range on this allows
her to go through the opponents low attacks because of the foot invincibility.
Learn the sweet spot and take advantage, good spacing with 236H and 2D and j.D
is how you make her zoning game effective.
<j.P>
DM TG LV Guard Cancel EX AC RE SD
10 1.4 1 HA cCR 5 6 8 -4/+1
j.P is a filler move for combos and strings, and is her main stuffer of
air-throws and such because of it's good execution and the angle of the
hit-box. It sees moderate use in zoning because of this(see zoning section).
A nice spam move in air, and a good air-dash buffer for tension gaining
tactics. This is also your main air-to-air close range poke.
<j.K>
DM TG LV Guard Cancel EX AC RE SD
12 1.4 1 HA CJR 4 9 9 -8/+0
Ok, j.K is millia's fastest executing normal. An "ok" snuffer of air-throws, a
necessity to connecting her universal throw follow-up combo, and a great way to
tick into a 236K(air) for cross-ups and throw setups as well as a few character
specific uses and okiseme options. For the most part, it's important because
it's her only air normal that is jump cancel-able, and recovers quickly from
whiff. A very flexible move that sees most of it's use in chaining into the
j.S in cross-up strings/air-combos, and secret garden traps(see traps section).
A good "tagging" move like j.P.
<j.S>
DM TG LV Guard Cancel EX AC RE SD
26 2.6 3 HA CR 10 6 12 -4/+1
Gatling Chart:
------------
j.P
j.H
------------
Cancel Chart:
------------
236P
214S
------------
Notes:
This is not a jump-in move. It is too easily punished, and comes out too slow
for it's low LV. It's ok for air-dashing in with, and for crossups... but it's
use comes as a follow-up to iad.214S, and as millia's most damaging
filler/positioner in her regular combos(see combos section).
<j.H>
DM TG LV Guard Cancel EX AC RE SD
22x3 2.6 3 HA CR 8 4(W2)6(W2)4 17 -21/-4
This is the move that makes millia's beautiful combos work the way they do(see
combo section). It hit's 3 times, and hits both in front and behind her, so
it's good for jump-ins and catching people who try to escape millia's disk.
It tends to send people to the ground as well, so it sees some use in spiking
the opponent for Medium Knockdown. Other than that, remember on cross-ups and
jump-ins to link into a K/2K on landing so that it actually connects.
Connecting a j.H on a grounded opponent and being able to combo with a S(c) on
landing is very fickle, so stick to K/2K.
<j.D>
DM TG LV Guard Cancel EX AC RE SD
36 2.6 3 HLA CR 11 7 9 -1/+4
- Knocks down.
- Wall bounce on CH.
- 6F recovery on landing.
Cancel Chart:
------------
236P
214S
------------
Notes:
Millia's zoning game in a nutshell. IAD'ing around with this can seriously put
a hamper on any opponent's offensive angles. This move lets you control the
air game from an un-heard of distance. It wall bounces and knocks down on CH,
so you can land, run up, and air-combo someone after the fact. The 6 frames of
recovery on landing doesn't affect much other than make it so you can't use it
to hold them down while you iad in for free after landing from it due to stun.
<236P(air)>
DM TG LV Guard Cancel EX AC RE SD
24x(1-4) 1.5/1.8 3 HA R 11 - - -12
- Base damage correction: 80%.
- FRC on 6-8F after connecting with opponent or touching the ground.
- 7F recovery recovery on landing.
Notes:
236P is basically your instant overhead when it is "TK'ed" (2369P). If you
need a cheap easy overhead, this will get the job done, but in order to combo
off of it, you need to set it up correctly.
<214P>
DM TG LV Guard Cancel EX AC RE SD
36 2.0/4.8 3 L RF 17 - - -13
- Millia is considered airborne 7F+.
- Floats.
- Downs.
- FRC on 17-22F.
- 8F RE on landing.
- Base damage correction: 90%
Notes:
214P initially is just like 236p in how it's applied (combos and traps and
rush-down) but because of it's FRC, it has some interesting, and more elaborate
uses(see traps section). This move has the ability to inflict quite a bit of
damage in the corner.
<236K(air)>
DM TG LV Guard Cancel EX AC RE SD
- 2.0/- - - - - - - -
- RE 8F after landing.
- Can cross-up the opponent.
Notes:
This move is mainly for okiseme and throw setups(see misc. tactics section).
This move is cross-up city, and is better than the 214K because it's execution
frames aren't spent in an easily ground throw-able state.
<214K>
DM TG LV Guard Cancel EX AC RE SD
- 2.0/- - - - - - - -
- 16-24F Millia is considered crouching.
Notes:
There are 2 uses for this: dodging moves that have high hit boxes, crossing up
during specific situations where it's safe and can be used for tick throw
setups. Other than that, this move is incredibly punishable, so don't spam it
..TOO much ...hehehe.
<236S>
DM TG LV Guard Cancel EX AC RE SD
40 1.3/1.2 3 HLA - 11 13 - -1/+13
- Duration: 38F.
- Wall bounce.
- Millia is in CH state until end of move.
- Move disappears if Millia is damaged.
Notes:
Millia's "get off me" move. One of her 3 good close range moves. Also used in
some of her more interesting corner combos. Pay close attention to the reach
of this move in zoning and traps.
<214S(air)>
DM TG LV Guard Cancel EX AC RE SD
20 1.5/1.2 2 HLA - 11 2(w1)xn - -
- Duration: 16F.
- Guard damage set to 10.
- Stagger on CH (max 49).
- Millia is in CH state until end of move.
- Distance to retrieve needle 100 dots.
- Base damage correction: 80%.
Notes:
The move millia uses to get back in on her opponent. IAD in(or jump forward,
whatever), 214S, and then rush down. More specific uses of this move are seen
in her traps and mid-rush-down strings.
<214S>
DM TG LV Guard Cancel EX AC RE SD
18xn 1.5/3.0 3 HLF R 10 1(w3)xn 8 +5
- You can mash the slash button for more hits.
Notes:
This isn't a move you will use often. Some may disagree, so i will explain:
This move cannot be linked out of, and does not knock down. It also causes
less damage as a combo ender than millia's air combo, which DOES knock down.
It's only advantages are tension building and RC for high/low/throw in mid
string. The first one is negated by the second, and the second is negated by
the fact that millia has much more effective and tension efficient mix-ups.
Always good to have though. The reason you see people abuse this though is
because it is extremely easy to use.
<236H>
DM TG LV Guard Cancel EX AC RE SD
50 1.3/1.2 3 HLA F 60 33 - -
- Duration 32F.
- Wall bounce.
- Millia is in CH state until end of move.
- Move disappears if Millia is damaged.
- FRC on 14-16F.
Notes:
Millia's main trap starter, and one of the key moves in her zoning game. Has
quite a few miscellaneous uses as a tick throw tool, an air-throw setup tool,
rush-down, etc. A very important move which you will see a lot, since it is
best adapted to nearly every part of millia's game.
<214H>
DM TG LV Guard Cancel EX AC RE SD
30x5 3.0/1.2 3 HLA - 56 - - -
- Duration 74F.
Notes:
This move is very good for okiseme, and going from zoning to rush-down from far
away. The mix-ups that are possible off this move make it a top priority for
setting up traps with it.
<236236S>
DM TG LV Guard Cancel EX AC RE SD
36x3 - 3 HLA - 4+2 - - -3
This overdrive can be comboed into, and out of. It's main use is setting up
reclaiming your pin in mid-combo, or as connector in combos that would have
died otherwise. Good examples of both are in the combos section.
<2141236H>
DM TG LV Guard Cancel EX AC RE SD
40+25x4+80 - 5 HLF R 5+1 - 10(10)15 -22
Notes:
The most damaging option millia has after a 2h at mid-screen is to connect with
this, and look for a follow-up. Positioning can be finicky, but there are
generally 2 hot spots on the ground where this move becomes easy to combo
after. It's a good idea to learn it; IAD relaunches after this overdrive can
lead to some easy damage. It can also be used in some of the same places
236236S can be used. Like always though, save tension for mind games and
killing blows.
<ground throw>
DM TG LV Guard Cancel EX AC RE SD
55 - - - - - - - -
- Base damage correction: 40%
Notes:
Millia's ground throw is very important to her offense, as it adds a crucial
angle to her mix-up game, and she can combo off of it into a knockdown,
doubling, even tripling the damage in some cases, and moving the opponent to
the corner. She can even use it during long ground strings or IAD loops in
conjunction with 214S as a reset (though that's a very minor/flashy use). A
very powerful tool for millia.
<air throw>
DM TG LV Guard Cancel EX AC RE SD
55 - - - - - - - -
Notes:
Not as useful as her ground throw, but her air-throw does serve some purpose.
Despite her bad range, she has many setups for her air-throw which can extend
crucial damage onto the end of a combo, and setup for traps even if it doesn't
kill. If the opponent flies far away after the air-throw, it's best to set up
a secret garden before moving in.
<Dead Angle Attack>
DM TG LV Guard Cancel EX AC RE SD
20 2.6 3 HLA R 7 6 33 -20
- 1-12F invincibility.
- Knocks down.
- No gatling combinations.
- Not cancel-able
Notes:
Her DAA knocks down, so it puts you immediately in a good position if you land
it. If you DAA the opponent while they are high enough in air, you can even
air-combo off it for better positioning/knockdown/damage.
VII. Combos
_______________________________________________________________________________
Theory & Application
Millia combos usually follow a set pattern. Combo into 2H somehow, and then
air-combo into a knockdown and go for a trap. Before we Dissect her combos
down to their constituent parts, lets see what a few whole combos would look
like...
Now it's time for the different parts that make up those combos...
Lead-ins(combo starters):
<ground lead-in>
(K-)S(c)-2H
-> Just a normal lead-in for the 2h off a successful close poke/trap. There
are many ways to reach the 2h, but as a whole this portion is rather obvious
and rudimentary. Just check the gatling charts, really.
<air lead-in>
j.(S-)H, land, K-S(c)-2H
-> j.P can be substituted for j.S in most cases.
j.S, land, S(c)-2H
-> j.S has longer stun than j.H, so this is most times possible. You can
still add the K in there if it's needed.
Air Combo Strings:
<2H -> HJC>
2H -> HJC, hj.S-P-S-H
-> This is used for low launches, like on or near the ground. It also deals
the most damage.
2H -> HJC, hj.S-P-P-H
-> This one is for launches that occur slightly higher off the ground.
2H -> HJC, hj.K-P-S-H
-> This is for throw follow-up combos, and can replace S-P-P-H in most cases.
It's also a better lead-in to a relaunch because it ends as an S-H.
2H -> HJC, hj.K-S-H
-> For when your opponent was really high when you nailed them with a 2H.
2H -> HJC, hj.K-P-K-S-H
-> This is the same height wise as S-P-S-H, but hit's heavier characters where
an S-P-S would miss them. It does crap damage though, but it's good for
positioning.
2H -> HJC, hj.S-P-P-P-H
-> This one is specifically for setting up secret garden traps on male
characters, and is a good fake-out for one of millia's air-throw setups.
<2H -> (H)JC, iad.>
2H -> (H)JC, iad. S-H
-> The standard iad relaunch. Very good damage and setup for a relaunch, and
hits the least number of times, so it's great for cramming a lot of
relaunches in. Remember this can be used where ever hj.S-P-S-H or
hj.K-P-K-S-H can be used. This is the standard repetition for the iad loop
on heavier characters.
2H -> (H)JC, iad.P-(P-)H
-> This variation is better timing wise, and is easier to catch on most
characters than a straight up S-H. The downside is the obvious lack of
damage that results from damage scaling on the punches.
2H -> (H)JC, iad.H (corner only)
-> This is used in the corner when the opponent is really high. The hit-boxes
for h are rather tall, and spread out so that the opponent will "fall" onto
those hit-boxes as you dive to the ground, like a skipping stone. This
keeps them nice and high for relaunches. This is the standard repetition
for the iad loop on light characters.
Notes:
Remember that if anything ends with a "S-H", then the h can most times be
delayed to give better positioning for relaunches or long knockdown. Also,
when ever j.K is used, j.P can be used to substitute it.
Relaunches:
<regular>
land, (K-)S(c)-2H
-> This is the most common relaunch, and the best one for mid-screen.
land, (K/2P-)S(c)
-> If 2H won't connect, you can do a non-2H launcher into an air-combo as well.
This is just one way to do it, you can include as many or as few hits as
you will, but the concept is basically "bring them high enough for a HJC
air combo". It's actually much more reliable than any 2H -> HJC combo, just
not a whole lot of damage.
<214S(air)>
214S, land, 2H
-> Pretty much an easy mode relaunch for most characters after a HJC or IAD
combo.
214S, land, 6H -> 236S, S(c/f)-2H (corner only)
-> One of Millia's most damaging non-tension relaunch. Again, S(c/f) and 6P are
interchangeable, and in some cases, 214P -> FRC, d.S(c/f)-2H can be used
instead after the 6H.
214S, land, 6H -> 236236S, d.S(c/f)-2H
-> Good mid-screen damage for killing people. You Need to do it quite low, and
you need to wait for lighter character to fall a bit before you do the 6h.
Use this explicitly for when it will kill, or in the corner for when you
want to recover your pin in mid-combo for a Secret Garden trap(see traps
section). Also, you can tack on K incase you need to, or take away the
S(c/f) if you don't need it.
<236P(air)>
236P, land, S(c)-2H
-> Most of the time, you won't want to use this. Though in some cases where you
can't do a regular relaunch because you are too far above them on your way
down from an air-combo, a full 4 hits of 236P will generally give you the
time to relaunch them. That being said, it's somewhat on the finnicky side.
Dust Combos:
<impossible dust>
D -> /\ 8D -> 8D -> 236K, land, S(c)-2H
-> The only ID combo millia really needs. For timing, you can replace the air
dusts with air slashes, and it will work just as well. The great use for
millia's dust is that it can be used to pick up a pin in mid-combo, since
236K puts you on the ground in time to crouch to pick it up and continue
the combo. There are other, flashier things you can do with millia's dust,
but they serve almost no purpose what-so-ever (not even enough to be
properly listed).
-> The corner only variation, which does more damage.
Throws:
<ground throws>
throw, d.2P-P-P
-> Millia's universal ground throw combo that works on every character. Does
the least damage of all her throw combos. And because theres no 2h, you have
to use a HJC combo that starts with kick.
throw, d.S(f)-2H
-> Millia's average ground combo throw. Works on MOST people, but is quite a
bit harder to time than her universal combo on most characters. One
character where this combo starter is preferable is axl. Does more damage
than the universal one, and is open to other relaunch options besides HJC
combos that start with kick. Also, for some characters, you can tack on a
K or 2P before the S(f) for height/timing.
throw, 2H
-> Works on very specific characters (faust, anji, eddie, and potemkin), but
is the most damaging throw combo millia has, and is dirt easy compared to
most of her other variations. For all characters mentioned, you can do an
iad follow-up after the 2H.
throw, d.K/2P-S(f)-2H
-> Works on johnny and ky best, but can work on a few others (not usually worth
on anyone but those two). Has the same advantages that a 2H ending combo
has, but with the ease of execution you get from a d.2P-P-P combo starter.
XIV. LINKS
_______________________________________________________________________________
www.gamecombos.com
This is the place for guilty gear strats and recorded matches. Look for them
in the forums, strats are found in the character section of the forums, and
vids are usually in the guilty pleasures section.
www.shoryuken.com
This place is great for finding tournaments and places where players for almost
any competitive fighting game gather.
www.video-opera.com
Where you go if you want recorded matches and combo videos. This site is
updated everyday atleast once, so keep yourself up to date.
XV. CREDITS
_______________________________________________________________________________
Um, yeah.
Arcsystems for making a cool game.
GCC for the conventions.
SRK for being SRK.
Video Opera for linking all that pro ish.
Those japanese and korean guys for being way too good at this game
and providing alot of the insight in their matches and vids that's used in this
guide.
All the people who yelled at me to finish this stupid thing too.