TGS Posted December 22, 2005 Author Posted December 22, 2005 The Guilty Gear XX #Reload Millia Project a.k.a. "How to use Millia effectively without looking like a noob" Disclaimer: This guide assumes that the reader has an understanding of the basics of the Guilty Gear XX series. If you do not know what P, K, S, HS, D are or what a Dead Angle or a Roman Cancel is, we recommend reading the instruction manual and a beginner's guide before proceeding to read this guide, as the contents will most likely look like random gibberish to the uneducated. Also, note that this guide will not bother with fanboy crap such as Millia's story or interpretation of her love affair with Eddie; all that crap does not help jack shit when it comes to using Millia effectively. Section Contents: 1) Legend 2) Normals 3) Specials 4) Dead Angle Attack and Overdrives 5) Combos 6) Advanced Techniques 7) Millia's Fight Plan 8) Random Info 1. Legend 7 8 9 4 5 6 1 2 3 The numbers above looks like the numpad on most keyboards and they refer to directions on the joystick. 5 is the neutral position of the joystick. 2 is when the joystick is pulled down. Figure out the rest. Oh, and when a number sequence is mentioned such as 236, you do not return the stick to neutral at all; just roll the stick from down, to down-forward, to forward. Besides, if you were supposed to put the stick on neutral, the sequence would've read 25356 instead. And no move has that kind of crazy command. The official arcade joystick button layout is: K--S--HS P------D And the letters correspond to the following normal attacks (just in case if you're not using an arcade joystick): P = Punch K = Kick S = Slash HS = Hard Slash D = Dust j.[X] = Jump in any direction (7, 8, or 9) then press [X] normal. Note: All move commands listed are done when Millia is on the left side, facing right. If she's on the right side facing left, do the move commands in the other direction. 2. Normals In this section, I'm just gonna go over Millia's normals and give a general breakdown as well as chuck in some frame data to look cool even though bakablitz's FAQ is a better source for frame data. I'm just gonna list the start-up, active, and recovery frames to give you an idea of how fast and how long a move lasts. Just remember that GGXX#R runs at 60 frames per second, so if a move has let's say, 3 active frames, it means that move is in it's "attack" phase for 3/60th of a second. Now on to the guide... Command: 5P Start-up Frames: 5 Active Frames: 5 Recovery Frames: 6 Jump-cancellable: Yes Breakdown: Quick high fast poke thats primarily used for juggle purposes. Can use it as anti-air as well to clash with opponent's incoming attack or beat out whatever they were doing if it was too slow (proceed to air combo them afterwards) or make them block on the way down to give Millia momentum. Decent as a ground poke but remember that most characters can crouch underneath it and can punish you if they react fast enough. Usually you could use it to start block strings due to its speed, but you can sub it with 5K. Can gatling chain into all her other normals. Command: 5K Start-up Frames: 5 Active Frames: 6 Recovery Frames: 14 Jump-cancellable: Yes Breakdown: Another quick poke that is used for poking and juggle purposes. Can be chained into another 5K or 2K. Ideal block string or combo starter since its fast and can hit crouching people. Be sure to cancel its recovery on block by chaining it into something that leaves her safe. Also can be used for OTG kills if needed. Command: 5S© Start-up Frames: 7 Active Frames: 3, 3 Recovery Frames: 17 Jump-cancellable: Yes Breakdown: Decent multi-hit ground-based anti-air, though it's more suited for combos and block strings. Can be used with Millia's lockdown mixup game very well or flashy jump-install combos. Like her 5K, be sure to cancel its recovery into something that leaves her safe if blocked. Command: 5S(f) Start-up Frames: 7 Active Frames: 2 Recovery Frames: 16 Jump-cancellable: No Breakdown: One of her main pokes if her opponent won't let her get in close to start her strings, as it's fast and has long reach. Hard to punish if used at max range. Just note that if used at max range, the next move in the gatling chain won't reach, so it's safe to stop the gatling chain at this point. Command: 5HS Start-up Frames: 6 Active Frames: 4(2)2 Recovery Frames: 21 Jump-cancellable: No Breakdown: Hits twice up close, once from mid-range. Use for combo filler into 2D, Tandem Top, or easy hit confirmation into Emerald Rain. Farther reach than 5S(f), but recovery is kinda long; be sure to cancel the recovery to keep momentum. Command: 5D Start-up Frames: 27 Active Frames: 3 Recovery Frames: 27 Jump-cancellable: Yes Breakdown: Her Dust attack. Useful once in a blue moon if opponent hasn't seen it in a while and keeps holding down-back. Other than that, she has much better and faster options for overhead attacks. Command: 2P Start-up Frames: 5 Active Frames: 2 Recovery Frames: 6 Jump-cancellable: No Breakdown: Same as her 5P except it can hit crouchers. Mainly used as a combo filler to get opponents into the air. Can also be used to beat out rushers to give her some breathing room if needed, as well as set up counter-hit situations or start block strings. Can gatling chain into any of her other ground normals. Command: 2K Start-up Frames: 5 Active Frames: 2 Recovery Frames: 7 Jump-cancellable: No Breakdown: Her quickest low hit. Combo starter/OTG combo starter. Use this on situations where her 2S isn't safe enough such as starting block strings or whatnot. But if opponent is completely open, start with 2S instead, since a combo that starts with a P or K is heavily prorated. Can also be used to give her some breathing room if opponent keeps crowding around her. Gatlings into itself, 5K, 5S, and 2S. Command: 2S Start-up Frames: 9 Active Frames: 2 Recovery Frames: 15 Jump-cancellable: Yes Breakdown: Her strongest low hit that can chain into 5HS or 2HS. Use this to start combos if it's guaranteed since it doesn't prorate like P or K. Just remember that 2HS will whiff if this is connected at max range. Command: 2HS Start-up Frames: 11 Active Frames: 7 Recovery Frames: 12 Jump-cancellable: Yes Breakdown: Her launcher. Used to start her juggle combos. Can be used as an anti-air if timed right. Also sometimes it can beat out cross-up attempts because the hitbox of this move seem to extend behind her head. Gatlings into 2D even though there are better options. Command: 2D Start-up Frames: 13 Active Frames: 3 Recovery Frames: 12 Jump-cancellable: No Breakdown: Universal sweep. Has the second largest range out of all her normals (a little bit closer from half screen). Starts her nasty wakeup games if connected. Command: j.P Start-up Frames: 5 Active Frames: 6 Recovery Frames: 8 Jump-cancellable: No Breakdown: Combo filler/anti air throw. Can be used to clash/beat out some air to air attacks. Gatlings into itself, j.K, j.S, and j.HS. Command: j.K Start-up Frames: 4 Active Frames: 9 Recovery Frames: 9 Jump-cancellable: Yes Breakdown: Combo filler/anti air throw. Faster than her j.P, but not by much. Unlike j.P, it hits upward, so you could use it as an air-to-air block string starter if you decide to jump up after your opponent. Gatlings into j.P and j.S. Command: j.S Start-up Frames: 10 Active Frames: 6 Recovery Frames: 12 Jump-cancellable: No Breakdown: Strongest hitting air combo filler. Also is a good jump-in attack since it can be comboed into Silent Force, enabling Millia to land and continue the combo. Gatlings into j.P and j.HS. Command: j.HS Start-up Frames: 8 Active Frames: 4(2)6(2)4 Recovery Frames: 17 Jump-cancellable: No Breakdown: Her main air combo ender as it knocks opponent down to the floor, setting up Millia's wakeup game. Has lots of active frames and hits multiple times, so it can be used as a decent air to air attack if started early to catch opponents on block or on hit. Command: j.D Start-up Frames: 11 Active Frames: 6 Recovery Frames: 9 Jump-cancellable: No Breakdown: Long range air poke. Can also be used as a jump-in attack due to its range. Causes wall-bounce on counter hit if they're close to a wall, enabling Millia to land and combo the crap out of them. Also is used as part of her Impossible Dust combo. Command: 6P Start-up Frames: 7 Active Frames: 9, 3 Recovery Frames: 20 Jump-cancellable: No Breakdown: Has upper-body invincibility, so it's useful as an anti-air attack. Causes stagger on counter hit on a grounded opponent. Can be used as a meaty attack since it has lots of active frames on the first hit, but there are better options. Can gatling into 5S, 2S, 5HS, 2HS, and 5D. Does two hits if done somewhat close, only one if hit from max range. Command: 6K Start-up Frames: 17 Active Frames: 4 Recovery Frames: 12 Jump-cancellable: No Breakdown: An overhead attack. Can go over some low normals since it somehow gives her lower body invincibility during the middle of the move. Can't gatling anything after it aside from special moves or overdrive attacks. Important part of her mixup game. Command: 6HS Start-up Frames: 16 Active Frames: 3 Recovery Frames: 25 Jump-cancellable: No Breakdown: A knockdown attack. Has the largest range out of her normals (about half screen distance). Sets up her wakeup games, as well as used in combos. Nothing can gatling after it aside from special moves and overdrives, so if you want to cancel the recovery of it, cancel it into a quick special move like S Tandem Top or Ground Roll. Command: Ground Throw (Hold 6 or 4 while up close to the opponent on the ground, and press HS) Breakdown: Your normal throw. Does damage, and knocks down. However, if you're fast enough, you can combo right after the throw does damage but before the opponent touches the ground. One of the three throws in the game where comboing is possible afterwards without any restrictions (Venom's normal throw and Testament's normal throw are the other ones). Command: Air Throw (Hold 6 or 4 while up close to the opponent in the air, and press HS) Breakdown: Millia's air throw sends the opponent flying across the screen and causes a soft wall bounce. It is untechable, but Millia recovers too slow to try to combo off of it. However, it does give you enough time to run up and plant a HS Tandem Top or pull off a Secret Garden pattern. 3. Specials Same section as above except there's no frame data this time since I can't find any comprehensive data (or I don't know how to read it). The FRC Point part will attempt to describe when to press the buttons to FRC the move if applicable. It's better to go to training mode on a console and turn on Input Display to get the timing down, but if you're on arcade, it's gonna be harder to find them even with this half-assed FRC guide. Name: Move name. Command: Move command. FRC Point: When to FRC if applicable. Breakdown: Move breakdown. Now on to the section... Name: S Tandem Top Command: 236S FRC Point: None Breakdown: Millia spins around and makes a circle around her that materializes the instant she does the move. The disc stays on the screen for a really short time; it begins to disappear once Millia recovers. Hella fast, decent recovery. Knocks down opponent on hit. If done close to corner, opponent bounces off the wall, setting up more combo opportunities or air-throw reset games. Name: HS Tandem Top Command: 236HS FRC Point: The instant she moves her head toward the opponent to form the disc. Notice how she rears her head back first before she moves it forward. Gives her better recovery, enabling her to move while disc is still forming for positioning. Breakdown: Millia does the same thing as her S Tandem Top except there's noticeable startup when the disc materializes, and a smaller disc is summoned compared to the S Tandem Top. Disc stays on the screen for quite a while until it makes contact with the opponent, or has reached the completion of its active frames, or Millia is hit out of it during startup. Causes knockdown or wall bounce (if close to the wall) on hit. Really important move to Millia's wakeup games, which will be detailed in a later section. Name: Lust Shaker Command: 214S or press S repeatedly FRC Point: None Breakdown: Mashable move. Think Chun-Li's Lightning Legs from Street Fighter II with fast startup. Seems to be the move Millia noobs and scrubs whore out even when there's better options available for damage. It's good for building up their guard meter if you're confident enough to capitalize on it. Also can be used for chip deaths if they don't have enough tension to Faultless Defense or aren't smart enough to use it. Name: Iron Savior Command: 214P FRC Point: The instant she lands from her small back hop, FRC immediately. Gives her better recovery and also sets up one of her tricky overhead attacks since she does another small hop after FRC'ing the move. Breakdown: Low attack that sends people flying across the screen in a knockdown state. Millia slides across the ground until she hits something to make her stop (either an opponent or a wall). Pretty decent startup, and fast travel speed. Beware that some people can punish her if whiffed or blocked (unless FRC'ed). Name: Secret Garden Command: 214HS, then any direction + HS to control ball movement (up to 4 inputs possible) FRC Point: None Breakdown: Millia summons a big-ass ball that's controllable (it can move in any of the 8 directions for short distances depending on the number of inputs). Can input up to 4 directions before she recovers. Heavily used for her corner lockdowns, as well as can be used like some sort of moving shield to enable her to rush in on her opponent safely if she's able to pull off the move safely (the startup alone is horrendous). See the advanced tactics section on more uses for this move. Name: Bad Moon Command: 236P in air FRC Point: Once she bounces off a blocking opponent or the ground, FRC when she's on the way up from the momentum of her bounce. Kinda hard to explain this one, best to go into training mode to find this one precisely. Breakdown: Millia does a multi-hit Blanka Rolling Attack at a downwards 45 degree angle. Hits overhead if opponent crouch blocks. If blocked or whiffed anywhere close to the opponent, she can be punished due to its somewhat horrible recovery unless she FRC'ed it. Part of her wakeup game as well. Also has some nasty tricks if RC'ed or FRC'ed; see advanced tactics section for info. Name: Silent Force Command: 214S in air FRC Point: None Breakdown: Millia throws a hair-pin downwards at like a 60 degree angle. Mainly used for combos, but can be used for pressure to get Millia in close from the air safely if used right. Note that once she throws the pin, she cannot do the move again unless she picks up the pin (tap down when standing above the pin) beforehand. Causes stagger on counter-hit. Name: Ground Roll Command: 214K FRC Point: None Breakdown: Millia does a command roll that dodges high attacks and can cross up the opponent. The roll travels about one third of the screen, and is pretty quick. Note that Millia can get hit or thrown out of her roll if the opponent is expecting it. The roll is a useful tool for her wakeup mixup games, as well as dodging some telegraphed attacks. Name: Turbofall Command: 236K in air FRC Point: None Breakdown: Millia does a really fast 45 degree angle drop from the air (hence the name Turbofall). Used for positioning purposes or escape tactics. Note that she can get hit out of it if she drops into an attack. Again, this move can be used as part of her mixup game. 4. Dead Angle Attack and Overdrives Again, same section as above, except these moves require at least 50% tension to perform. She only has one DAA and 2 overdrives so... Dead Angle Attack- Breakdown: Millia does a one-hit version of her 5S©. Same range as her 5S©. Recovery is somewhat slow, so make sure you do connect with this move. Knocks down opponent. If it counter hits at the highest point while an opponent is in the air, Millia can juggle the opponent off of it into an air combo. Overdrives- Name: Emerald Rain Command: 236236S Breakdown: Millia chucks out three disc-like projectiles that travel across the screen. Fast startup, decent recovery if blocked. Causes knockdown or wall bounce on hit, enabling combos or trap setups. However, sometimes all three discs won't hit the opponent and they'll be able to get up in time before Millia can set up anything to capitalize off of it. Name: Winger Command: 2141236HS Breakdown: Millia's anti-air super. She attacks straight up to the top of the screen then dives at a 45 degree angle towards the direction she was facing. Causes knockdown or wall bounce upon hit, but if it whiffs or is blocked, that's her ass. This super can be used as a wakeup desperation attack if your opponent is getting a little too close to Millia since Millia has no good wakeup options aside from blocking since you can treat it like a wakeup Dragon Punch, but I'd rather use the meter for a potential Dead Angle attempt instead.
TGS Posted December 22, 2005 Author Posted December 22, 2005 5. Combos Intro: Due to the open-ended nature of the game's combo engine and the fact that Millia is a combo-crazy character, this section will list the basic combos for each situation and character types. Before we get to that, here's the notation that is going to be used for the combo list aside from the stuff mentioned in the Legend section: j.[X] = Jump in any direction (7, 8, or 9) then press [X] normal. dj.[X] = Jump in any direction, then jump in any direction again while still in the air and press [X] normal. sj.[X] = Superjump (1, 2, or 3, then quickly move to 7, 8, or 9) in the appropriate direction then press [X] normal. ad.[X] = Air-dash (while in air, do 4,4 or 6,6) then press [X] normal. iad.[X] = Instant air-dash (7 then 4 quickly, or 9 then 6 quickly) in the appropriate direction then press [X] normal. sjiad.[X] = Superjump instant air-dash (1, 2, or 3, then quickly do instant air-dash) in the appropriate direction then press [X] normal. dad.[X] = Double air-dash (do 4,4 or 6,6 again after the first air-dash has been executed) in the appropriate direction then press [X] normal. *Quick Notes: - When reading the combo transcripts, when Millia does an action that puts her in the air (usually the above actions), always assume that she is in the air for the rest of the combo series unless otherwise noted. A sure way to tell if she's still in the air is to check the successive normals after the initial action that puts her into the air. If there is no number next to the normal, that means she's considered airborne. I hope this makes sense... - Always assume that Millia is jumping or air-dashing TOWARDS her opponent unless otherwise noted. d.[X] = Dash-in (66{hold 6} facing right, 44{hold 4} facing left) and press [X] normal before momentum from the dash runs out. ji.[X] = Jump-install during [X] normal (tap 7, 8, or 9 while [X] normal is making contact, then do the next move in line before she jumps). CH [X] = Counter hit with [X] normal. land = Indicates in the combo where Millia lands from being in the air. *Quick Notes: - Normals that can be jump-installed are her ground normals that are jump-cancellable. But not all her jump-cancellable normals can be jump-installed due to practicality. Her easiest normal to jump-install is her 5S© since it hits multiple times, while her 5K, 5P, and 2S take a little more work. - When dashing-in is mentioned, assume Millia has to dash-in up close unless otherwise specified. - Obviously Millia has to land or is already on the ground at the end of a combo, so if a combo ends during an air sequence without any indication of her landing, don't panic; she's not gonna stay in the air forever... xx (special move) = Cancel the previous move into the special move listed once the previous move has made contact with opponent. As for the combo list, they are broken down into the following sections: i. Ground Combos ii. Clean Launch Combos iii. Situational Launch Combos iv. Relaunch Combos v. Preview of Advanced Combos i. Ground Combos Millia's ground combos should lead to either a knockdown or a launch combo. She's kind of lacking in the ground combo department in terms of damage (even with tension), but they generally set up the opponent for reset or mixup opportunities, or they go straight into her air combo series. Nevertheless, most of her combos start from the ground, so knowing them is imperative toward landing her good combos. d.5K, 5S© (two hits), 5HS (two hits), 2D xx Ground Roll Prerequisites: Done up close with forward momentum to get both hits on both of her normals. Character Limitations: None. *Quick Notes: - The Ground Roll at the end is for positioning purposes to set up her HS Tandem Top mixup game. You may omit it if you want to. - You do not have to let the 5S© and/or the 5HS to hit twice to do the combo; you can let it hit once but the combo does less damage. - If you could not get the dash momentum in the beginning, the combo will still work but either the 5S© or the 5HS will hit only once. - While the string has no low hits except for 2D, Millia's 5K, 5S© can catch people trying to jump away because if it hits an opponent in the air, Millia can go straight to 2HS (if needed) or just jump-cancel directly into an air combo. - If the string is blocked, you can jump-cancel her 5S© to move to safety or go for a mixup, or do the one hit 5S© and 5HS version to push the opponent out of range. If the Ground Roll is included, Millia ends up next to the opponent with a slight frame disadvantage, which can set up counter-hit situations. - Why use 5K? Because 5K is good enough to get counter hits if the opponent flinched compared to her other attacks (only a 2 frame difference between 5K and 5S© though, so her other attacks are still as fast). d.2K, 5S© (two hits), 5HS (two hits), 2D xx Ground Roll Prerequisites: Done up close with forward momentum to get both hits on both of her normals. Character Limitations: None. *Quick Notes: - Same as Combo #1 except the first hit is a low hit to catch people blocking high. Both 2K and 5K have the same startup time, so it doesn't really matter which one you do, except 2K hits low and 5K can catch jumpers. - However, 2K prorates heavily, so it does less damage than Combo #1. d.5S© (two hits), 5S(f), 2S, 5HS (one hit) xx Emerald Rain Prerequisites: At least 50% Tension. Done up close with forward momentum for the Emerald Rain to connect. Character Limitations: None. *Quick Notes: - You can remove the 2S to make comboing the Emerald Rain a bit easier. - Sometimes not all 3 hits of the Emerald Rain will connect. This seems to be highly character dependent if the combo is done midscreen. - If the combo is done near or in the corner, Millia can run up and juggle the opponent after the Emerald Rain hits. - You can stop the combo safely at 5S(f) or 2S if the 5S© is blocked. Or if you're quick enough, jump cancel the 5S© or 2S to get away or start her mixups. d.2S, 5HS (two hits) xx Emerald Rain Prequisites: At least 50% Tension. Done up close to get two hits from her 5HS. Character Limitations: None. *Quick Notes: - Use if they keep blocking high all the time and you have Tension to burn. - Useful if you want to put the opponent into the corner quickly without resorting to air combos. 5S(f), 5HS (one hit), 2D xx Ground Roll Prequisites: Must be at least one and a half or two character widths away from opponent. Character Limitations: None. *Quick Notes: - Useful if you happen to poke the opponent with her ranged 5S(f) but aren't close enough for a 2HS followup. - If her 5S(f) was used at the maximum range, the 5HS (one hit) will still connect, but the 2D will whiff, UNLESS you did d.5S(f) in the beginning, which the 2D will then reach. - Omit the Ground Roll if you wish to. d.2S, 5HS (one hit), 2D xx Ground Roll Character Limitations: None. *Quick Notes: - Same combo as above, except 2S is used for a low hit. Can use at maximum range of 2S, but the 2D will whiff. Move in a little closer from the maximum range and the 2D will connect. d.6K, Iron Savior/S Tandem Top/Emerald Rain Character Limitations: None. *Quick Notes: - 6K is Millia's command normal overhead that can't be blocked low, so if you conditioned your opponent to fear her 2K or 2S everytime you run up close, this is a good move to use to open them up since it's faster than her 5D. - All 3 followups send the opponent flying across the screen in a knockdown state. It is possible to juggle the opponent in the corner after any of the 3 followups (though you'll need to FRC her Iron Savior). Summary: Millia doesn't exactly have much in terms of ground combos, but she has the flexibility to chain almost everything together into a knockdown (2D). Once you get used to her ground chains, you can tell when to immediately end the chain into a 2D, or try to squeeze out a hit or two before ending into 2D. Even if her ground combos were blocked, there's usually at least one or two points in the string where she can jump cancel and continue the offense, which adds to her versatility. ii. Clean Launch Combos The combos in this list are done when Millia launches a grounded opponent (hence "Clean Launch") ideally by doing 2S, 2HS or 5S© (one hit), 2HS because these two starters are relatively fast and allow Millia to have less distance to travel to meet her opponent in the air when she jumps to combo right afterwards. Some of her other launch combo starters can work as well with some of the combos listed depending on character type and trial & error. But realistically, stick to either the 2S or the 5S© starter to be safe. (Choose any starter sequence from the list below), 2HS 2S 5S© (one or two hits) d.2K, 5S© (one or two hits) d.5K, 5S© (one or two hits) d.2K, 2S d.5K, 2S 2K, 5S© (one hit) 5K, 5S© (one hit) 5S© (one hit), 5S(f) 5S© (one hit), 2S d.5S© (two hits), 5S(f) d.5S© (two hits), 2S d.5S© (one hit), 5S(f), 2S Character Limitations: None. *Quick Notes: - The combo above is Millia's main air combo starter, as the next few combo sections will cover her air combo series. You do not need to memorize all the starter sequences from above (though they all are useful); the most common ones are 2S or 5S© into 2HS. - The list is arranged in a unique order; the further down the list you go, the further Millia will be from the opponent when her 2HS connects. This is significant because some of her air combos can work off of certain launcher sequences while others will miss due to the added range Millia has to jump to catch the opponent in midair. Once Millia launches her opponent in the air, she does a short attack string followed by an ender. While her attack strings are usually character specific, all her enders work on all her opponents. When a combo is ended with "Ender", it means she can use almost any ender from the list below, barring character specifics: HS (two or three hits), land, HS Tandem Top HS (two or three hits) xx Silent Force, land, 6HS xx Secret Garden HS (two or three hits) xx Silent Force, land, 6HS xx Ground Roll HS (two or three hits) xx Silent Force, land, 6HS xx S Tandem Top (possible to extend combo) HS (two or three hits) xx Silent Force, land, 6HS xx Emerald Rain (possible to extend combo) *Quick Notes: - The Enders listed above are pretty much the only ones worth using. There may be others, but they either plain suck, or are really unreliable. Stick to the list above for best results. - The first Ender listed is pretty much her most consistent Ender that works anywhere on the screen, as well as sets up her okizeme game. Learn it, abuse it, and love it. - All her other Enders are more suited for the corner. The best one is the one ending in her Secret Garden trap, which will be discussed in a later section. However, the one with 6HS xx S Tandem Top can lead to some fancy combos if done right. - If you're going to use her Silent Force in her Enders, remember that against Lights, you can cancel after the third hit of her HS and the Pin will still connect and keep the opponent airborne. Against Normal and Heavies, cancel on the second hit of her HS so the Pin will still connect properly. As for the air combos, a lot of them are weight-class specific. For example, one may work on light characters like Baiken or Chipp, but will not work on heavies such as Potemkin or Robo-Ky. Keep that in mind when trying out the combos, since character weight type does make a difference in most of Millia's air combos. For clarification, lightweight characters (Light) would be all the female characters plus Chipp and Bridget, and heavyweight (Heavy) characters would be Testament, Potemkin, Ky, Robo-Ky, and Anji. Everyone else would be categorized under the middle weight class (Normal). Starter, sj.S, P, S, Ender Prerequisites: None. Character Limitations: Only works on Light and Normal. *Quick Notes: - This is pretty much her strongest air combo that works after a clean launch and doesn't involve any IAD'ing. Note that on Lights, you can start the string immediately once you leave the ground, but against Normal weights, you should wait for a few frames for the opponent to get some air time before you start the sequence so the first sj.S will connect. Starter, sj.K, P, S, P, Ender Prerequisites: None. Character Limitations: None. *Quick Notes: - Against Heavies, the previous combo will not work, so this is the combo to use against them. It can also be used against Light and Normal, but it does less damage than the other string. I guess you could call this a "universal" string since it works on everyone, and doesn't really need a clean launch to hit. Again, against heavies you should wait for a few frames for the opponent to get some air time before you start the combo so the whole string should connect. Summary: These two combos are the only combos you need to memorize with Millia since it gives you the best damage output for all situations. Not only that, those two strings are the basis of all her other damaging combos, which will be covered in the next few sections. iii. Situational Launch Combos The more you play Millia against real competition, the more you'll find that you're not gonna land a clean launch most of the time. This is where situational launch combos come in. There are many situations where Millia may not land a clean launch, but still have the ability to combo afterwards for some damage, but most importantly get that knockdown. The good thing is that both combos covered in the previous section can be used in many instances here, so there's no need to learn a bajillion combos. It's just a matter of identifying the situation and using the right combo for that situation. The lists below shows the possible air combo starters and which combo you should use to follow up the starter. They are divided into two sections: Basic and Universal. When a starter falls under the Basic section, you can use the combos that correspond to the opponent's weight class. If it falls under Universal, only the "universal" combo will work regardless of weight class. Basic (sj.S, P, P, Ender for Lights and Normals, sj.K, P, S, P, Ender for Heavies): Anti-air 2HS (non-counter hit) Anti-air 6P, 2HS Anti-air 5S© (one hit), 2HS Anti-air 5K, 5S© (one hit), 2HS Anti-air 2P, 5S© (one hit), 2HS Midscreen HS Tandem Top, 5S© (one hit), 2HS Near corner, Emerald Rain, 5S© (one hit), 2HS In corner, close S Tandem Top, 5S© (one hit), 2HS In corner, HS Tandem Top, 5S© (one hit), 2HS In corner, FRC Iron Savior, 5S© (one hit), 2HS *Quick Notes: - On the combo for Lights and Normals, you might have to modify the combo a little bit depending on how high the opponent is launched after the 2HS. If they are too high (in the case of Lights), the second P in the string will whiff, ending the combo. In that case, omit an extra P so you can still get the Ender to hit. - Remember that you can also use the combo for Heavies also on Lights and Normals; modify the combo by leaving out the second P before the Ender. Universal (sj.K, P, S, P, Ender): Anti-air 5P, 5P Anti-air 5K, 5K Anti-air 2P, 5P, 5P Anti-air 5K, 5S© (two hits) Anti-air 2P, 5S© (two hits) Anti-air 5S© (two hits) *Quick Notes: - Against Light and Normal weights, you may have to cut out the last P in the string before the Ender for the full string to hit. Summary: Recognizing how high the opponent is in the combo is important in determining whether you will get the Ender to connect properly or not. However, if you're going for the very basic Ender (j.HS (two or three hits)), you can just use the sj.K, P, S, Ender combo on everyone for both starter setups.
TGS Posted December 22, 2005 Author Posted December 22, 2005 5. Combos Intro: Due to the open-ended nature of the game's combo engine and the fact that Millia is a combo-crazy character, this section will list the basic combos for each situation and character types. Before we get to that, here's the notation that is going to be used for the combo list aside from the stuff mentioned in the Legend section: j.[X] = Jump in any direction (7, 8, or 9) then press [X] normal. dj.[X] = Jump in any direction, then jump in any direction again while still in the air and press [X] normal. sj.[X] = Superjump (1, 2, or 3, then quickly move to 7, 8, or 9) in the appropriate direction then press [X] normal. ad.[X] = Air-dash (while in air, do 4,4 or 6,6) then press [X] normal. iad.[X] = Instant air-dash (7 then 4 quickly, or 9 then 6 quickly) in the appropriate direction then press [X] normal. sjiad.[X] = Superjump instant air-dash (1, 2, or 3, then quickly do instant air-dash) in the appropriate direction then press [X] normal. dad.[X] = Double air-dash (do 4,4 or 6,6 again after the first air-dash has been executed) in the appropriate direction then press [X] normal. *Quick Notes: - When reading the combo transcripts, when Millia does an action that puts her in the air (usually the above actions), always assume that she is in the air for the rest of the combo series unless otherwise noted. A sure way to tell if she's still in the air is to check the successive normals after the initial action that puts her into the air. If there is no number next to the normal, that means she's considered airborne. I hope this makes sense... - Always assume that Millia is jumping or air-dashing TOWARDS her opponent unless otherwise noted. d.[X] = Dash-in (66{hold 6} facing right, 44{hold 4} facing left) and press [X] normal before momentum from the dash runs out. ji.[X] = Jump-install during [X] normal (tap 7, 8, or 9 while [X] normal is making contact, then do the next move in line before she jumps). CH [X] = Counter hit with [X] normal. land = Indicates in the combo where Millia lands from being in the air. *Quick Notes: - Normals that can be jump-installed are her ground normals that are jump-cancellable. But not all her jump-cancellable normals can be jump-installed due to practicality. Her easiest normal to jump-install is her 5S© since it hits multiple times, while her 5K, 5P, and 2S take a little more work. - When dashing-in is mentioned, assume Millia has to dash-in up close unless otherwise specified. - Obviously Millia has to land or is already on the ground at the end of a combo, so if a combo ends during an air sequence without any indication of her landing, don't panic; she's not gonna stay in the air forever... xx (special move) = Cancel the previous move into the special move listed once the previous move has made contact with opponent. As for the combo list, they are broken down into the following sections: i. Ground Combos ii. Clean Launch Combos iii. Situational Launch Combos iv. Relaunch Combos v. Preview of Advanced Combos i. Ground Combos Millia's ground combos should lead to either a knockdown or a launch combo. She's kind of lacking in the ground combo department in terms of damage (even with tension), but they generally set up the opponent for reset or mixup opportunities, or they go straight into her air combo series. Nevertheless, most of her combos start from the ground, so knowing them is imperative toward landing her good combos. d.5K, 5S© (two hits), 5HS (two hits), 2D xx Ground Roll Prerequisites: Done up close with forward momentum to get both hits on both of her normals. Character Limitations: None. *Quick Notes: - The Ground Roll at the end is for positioning purposes to set up her HS Tandem Top mixup game. You may omit it if you want to. - You do not have to let the 5S© and/or the 5HS to hit twice to do the combo; you can let it hit once but the combo does less damage. - If you could not get the dash momentum in the beginning, the combo will still work but either the 5S© or the 5HS will hit only once. - While the string has no low hits except for 2D, Millia's 5K, 5S© can catch people trying to jump away because if it hits an opponent in the air, Millia can go straight to 2HS (if needed) or just jump-cancel directly into an air combo. - If the string is blocked, you can jump-cancel her 5S© to move to safety or go for a mixup, or do the one hit 5S© and 5HS version to push the opponent out of range. If the Ground Roll is included, Millia ends up next to the opponent with a slight frame disadvantage, which can set up counter-hit situations. - Why use 5K? Because 5K is good enough to get counter hits if the opponent flinched compared to her other attacks (only a 2 frame difference between 5K and 5S© though, so her other attacks are still as fast). d.2K, 5S© (two hits), 5HS (two hits), 2D xx Ground Roll Prerequisites: Done up close with forward momentum to get both hits on both of her normals. Character Limitations: None. *Quick Notes: - Same as Combo #1 except the first hit is a low hit to catch people blocking high. Both 2K and 5K have the same startup time, so it doesn't really matter which one you do, except 2K hits low and 5K can catch jumpers. - However, 2K prorates heavily, so it does less damage than Combo #1. d.5S© (two hits), 5S(f), 2S, 5HS (one hit) xx Emerald Rain Prerequisites: At least 50% Tension. Done up close with forward momentum for the Emerald Rain to connect. Character Limitations: None. *Quick Notes: - You can remove the 2S to make comboing the Emerald Rain a bit easier. - Sometimes not all 3 hits of the Emerald Rain will connect. This seems to be highly character dependent if the combo is done midscreen. - If the combo is done near or in the corner, Millia can run up and juggle the opponent after the Emerald Rain hits. - You can stop the combo safely at 5S(f) or 2S if the 5S© is blocked. Or if you're quick enough, jump cancel the 5S© or 2S to get away or start her mixups. d.2S, 5HS (two hits) xx Emerald Rain Prequisites: At least 50% Tension. Done up close to get two hits from her 5HS. Character Limitations: None. *Quick Notes: - Use if they keep blocking high all the time and you have Tension to burn. - Useful if you want to put the opponent into the corner quickly without resorting to air combos. 5S(f), 5HS (one hit), 2D xx Ground Roll Prequisites: Must be at least one and a half or two character widths away from opponent. Character Limitations: None. *Quick Notes: - Useful if you happen to poke the opponent with her ranged 5S(f) but aren't close enough for a 2HS followup. - If her 5S(f) was used at the maximum range, the 5HS (one hit) will still connect, but the 2D will whiff, UNLESS you did d.5S(f) in the beginning, which the 2D will then reach. - Omit the Ground Roll if you wish to. d.2S, 5HS (one hit), 2D xx Ground Roll Character Limitations: None. *Quick Notes: - Same combo as above, except 2S is used for a low hit. Can use at maximum range of 2S, but the 2D will whiff. Move in a little closer from the maximum range and the 2D will connect. d.6K, Iron Savior/S Tandem Top/Emerald Rain Character Limitations: None. *Quick Notes: - 6K is Millia's command normal overhead that can't be blocked low, so if you conditioned your opponent to fear her 2K or 2S everytime you run up close, this is a good move to use to open them up since it's faster than her 5D. - All 3 followups send the opponent flying across the screen in a knockdown state. It is possible to juggle the opponent in the corner after any of the 3 followups (though you'll need to FRC her Iron Savior). Summary: Millia doesn't exactly have much in terms of ground combos, but she has the flexibility to chain almost everything together into a knockdown (2D). Once you get used to her ground chains, you can tell when to immediately end the chain into a 2D, or try to squeeze out a hit or two before ending into 2D. Even if her ground combos were blocked, there's usually at least one or two points in the string where she can jump cancel and continue the offense, which adds to her versatility. ii. Clean Launch Combos The combos in this list are done when Millia launches a grounded opponent (hence "Clean Launch") ideally by doing 2S, 2HS or 5S© (one hit), 2HS because these two starters are relatively fast and allow Millia to have less distance to travel to meet her opponent in the air when she jumps to combo right afterwards. Some of her other launch combo starters can work as well with some of the combos listed depending on character type and trial & error. But realistically, stick to either the 2S or the 5S© starter to be safe. (Choose any starter sequence from the list below), 2HS 2S 5S© (one or two hits) d.2K, 5S© (one or two hits) d.5K, 5S© (one or two hits) d.2K, 2S d.5K, 2S 2K, 5S© (one hit) 5K, 5S© (one hit) 5S© (one hit), 5S(f) 5S© (one hit), 2S d.5S© (two hits), 5S(f) d.5S© (two hits), 2S d.5S© (one hit), 5S(f), 2S Character Limitations: None. *Quick Notes: - The combo above is Millia's main air combo starter, as the next few combo sections will cover her air combo series. You do not need to memorize all the starter sequences from above (though they all are useful); the most common ones are 2S or 5S© into 2HS. - The list is arranged in a unique order; the further down the list you go, the further Millia will be from the opponent when her 2HS connects. This is significant because some of her air combos can work off of certain launcher sequences while others will miss due to the added range Millia has to jump to catch the opponent in midair. Once Millia launches her opponent in the air, she does a short attack string followed by an ender. While her attack strings are usually character specific, all her enders work on all her opponents. When a combo is ended with "Ender", it means she can use almost any ender from the list below, barring character specifics: HS (two or three hits), land, HS Tandem Top HS (two or three hits) xx Silent Force, land, 6HS xx Secret Garden HS (two or three hits) xx Silent Force, land, 6HS xx Ground Roll HS (two or three hits) xx Silent Force, land, 6HS xx S Tandem Top (possible to extend combo) HS (two or three hits) xx Silent Force, land, 6HS xx Emerald Rain (possible to extend combo) *Quick Notes: - The Enders listed above are pretty much the only ones worth using. There may be others, but they either plain suck, or are really unreliable. Stick to the list above for best results. - The first Ender listed is pretty much her most consistent Ender that works anywhere on the screen, as well as sets up her okizeme game. Learn it, abuse it, and love it. - All her other Enders are more suited for the corner. The best one is the one ending in her Secret Garden trap, which will be discussed in a later section. However, the one with 6HS xx S Tandem Top can lead to some fancy combos if done right. - If you're going to use her Silent Force in her Enders, remember that against Lights, you can cancel after the third hit of her HS and the Pin will still connect and keep the opponent airborne. Against Normal and Heavies, cancel on the second hit of her HS so the Pin will still connect properly. As for the air combos, a lot of them are weight-class specific. For example, one may work on light characters like Baiken or Chipp, but will not work on heavies such as Potemkin or Robo-Ky. Keep that in mind when trying out the combos, since character weight type does make a difference in most of Millia's air combos. For clarification, lightweight characters (Light) would be all the female characters plus Chipp and Bridget, and heavyweight (Heavy) characters would be Testament, Potemkin, Ky, Robo-Ky, and Anji. Everyone else would be categorized under the middle weight class (Normal). Starter, sj.S, P, S, Ender Prerequisites: None. Character Limitations: Only works on Light and Normal. *Quick Notes: - This is pretty much her strongest air combo that works after a clean launch and doesn't involve any IAD'ing. Note that on Lights, you can start the string immediately once you leave the ground, but against Normal weights, you should wait for a few frames for the opponent to get some air time before you start the sequence so the first sj.S will connect. Starter, sj.K, P, S, P, Ender Prerequisites: None. Character Limitations: None. *Quick Notes: - Against Heavies, the previous combo will not work, so this is the combo to use against them. It can also be used against Light and Normal, but it does less damage than the other string. I guess you could call this a "universal" string since it works on everyone, and doesn't really need a clean launch to hit. Again, against heavies you should wait for a few frames for the opponent to get some air time before you start the combo so the whole string should connect. Summary: These two combos are the only combos you need to memorize with Millia since it gives you the best damage output for all situations. Not only that, those two strings are the basis of all her other damaging combos, which will be covered in the next few sections. iii. Situational Launch Combos The more you play Millia against real competition, the more you'll find that you're not gonna land a clean launch most of the time. This is where situational launch combos come in. There are many situations where Millia may not land a clean launch, but still have the ability to combo afterwards for some damage, but most importantly get that knockdown. The good thing is that both combos covered in the previous section can be used in many instances here, so there's no need to learn a bajillion combos. It's just a matter of identifying the situation and using the right combo for that situation. The lists below shows the possible air combo starters and which combo you should use to follow up the starter. They are divided into two sections: Basic and Universal. When a starter falls under the Basic section, you can use the combos that correspond to the opponent's weight class. If it falls under Universal, only the "universal" combo will work regardless of weight class. Basic (sj.S, P, P, Ender for Lights and Normals, sj.K, P, S, P, Ender for Heavies): Anti-air 2HS (non-counter hit) Anti-air 6P, 2HS Anti-air 5S© (one hit), 2HS Anti-air 5K, 5S© (one hit), 2HS Anti-air 2P, 5S© (one hit), 2HS Midscreen HS Tandem Top, 5S© (one hit), 2HS Near corner, Emerald Rain, 5S© (one hit), 2HS In corner, close S Tandem Top, 5S© (one hit), 2HS In corner, HS Tandem Top, 5S© (one hit), 2HS In corner, FRC Iron Savior, 5S© (one hit), 2HS *Quick Notes: - On the combo for Lights and Normals, you might have to modify the combo a little bit depending on how high the opponent is launched after the 2HS. If they are too high (in the case of Lights), the second P in the string will whiff, ending the combo. In that case, omit an extra P so you can still get the Ender to hit. - Remember that you can also use the combo for Heavies also on Lights and Normals; modify the combo by leaving out the second P before the Ender. Universal (sj.K, P, S, P, Ender): Anti-air 5P, 5P Anti-air 5K, 5K Anti-air 2P, 5P, 5P Anti-air 5K, 5S© (two hits) Anti-air 2P, 5S© (two hits) Anti-air 5S© (two hits) *Quick Notes: - Against Light and Normal weights, you may have to cut out the last P in the string before the Ender for the full string to hit. Summary: Recognizing how high the opponent is in the combo is important in determining whether you will get the Ender to connect properly or not. However, if you're going for the very basic Ender (j.HS (two or three hits)), you can just use the sj.K, P, S, Ender combo on everyone for both starter setups.
TGS Posted December 22, 2005 Author Posted December 22, 2005 iv. Relaunch Combos Now we're starting to get somewhere in terms of comboing with Millia. Combine the last two sections together and you'll get the basis of her relaunch combos. This section will cover a little bit of how her relaunch combos work, so you'll have an understanding on why some relaunch combos will not work even though they were listed them down here. If you noticed in the previous sections, I have broken up Millia's combos into parts. Her basic combo consists of a Starter, a combo String, then an Ender. Her relaunch combos add a new part to that schematic; an extender (I'll call this a Link from now on). Add a Link to the combo, and you'll have the very basic scheme of her relaunch combo; first a Starter, then a combo String, then a Link, then another combo String, then an Ender. You can extend the combo even further by adding another Link after the second String if you wish to, but that's where the combo starts to get harder to pull off. Anyways, to further clarify, here's an example relaunch combo done on Normal weights: 2S, 2HS, sj.S, P, S, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) To break it down: Starter: 2S, 2HS String: sj.S, P, S Link: HS (three hits), land, 5S© (one hit), 2HS String: sj.S, P, P Ender: HS (three hits) Remember that her Starters can be anything from a clean launch to a situational launch (see previous sections), and her Strings also depend on which Starter she used to start the combo. The second String also depends on what Link was used in order for it to successfully connect. Her possible Links are shown below. Links: HS (two or three hits) xx Silent Force, land, 2HS HS (three hits), land, 5S© (one hit), 2HS HS (three hits), land, 5S(f), 2HS HS (three hits), land, 5K, 5S© (one hit), 2HS HS (three hits), land, 2P, 5S© (one hit), 2HS *Quick Notes: - For the above Links, you can proceed to the Basic string depending on character weight (see Situational Launch Combos section). HS (three hits), land, 5S© (two hits) HS (three hits), land, 5K, 5S© (two hits) HS (three hits), land, 2P, 5S© (two hits) HS (three hits), land, 5K, 5K HS (three hits), land, 2P, 5P, 5P *Quick Notes: - The above Links require you to proceed to the Universal string in order to continue the combo. Note that those Links are her fastest Links to land if you feel that her other Links are too slow as a result of mistimed combo Strings or whatnot. With the possible Links listed, it's now a matter of piecing everything together to make a relaunch combo. However, there are a couple of pointers you should keep in mind that could affect the success rate of the relaunch combo. - Speed is important in doing the combo. There's a big difference in leaving small gaps in the string and only getting the HS to hit twice and leaving no gap at all in the string and getting the HS to hit three times. Also, the speed of your string should change depending on whether you're doing the combo on a Light, Normal, or a Heavy weight character. Ideally, you want to go fast on Light characters because they are already in prime position for all three hits of her HS to hit AND still be able to land the Link to continue the combo. For Normal weight characters, you might have to delay the string a little bit for them to be positioned correctly to get all three hits of the HS to hit and still be able to land the Link as well. But usually this is corrected by letting the Normal weights float a little higher after a Starter (let's say, 2S, 2HS) so you can still do the String as fast as possible and still be able to land the Link afterwards. Against Heavy characters, you should do the String as fast as possible so all the hits will connect and you'll still be able to land a Link. - If you're having trouble adjusting to the timing of her combo Strings in order to land a Link, remember that she has many possible Links that can be used; some are faster than others, but they are a little harder to follow up compared to some of her stronger Links. - If you're not confident in landing any of the harder Links, stick to the HS (two or three hits) into Silent Force, 2HS Link. It's the easiest Link to do at the cost of your Pin, but at least you're getting a relaunch, which adds more damage to your combos, pushes your opponent to the corner, and still sets up Millia's okizeme game. - Ideally, you want to stick to only one relaunch, because if you go for more than one, Millia's basic links would not even connect together due to the high hit count and depleted Guard Bar Tension affecting all combos. With that said, I hope you're able to come up with your own combos from the previous sections. But seeing how some people can't learn without examples, I'll list down some example combos for all weight types. Remember; just because you don't see a combo listed down doesn't mean you shouldn't use it. You have to keep in mind that the combos I'm listing here fit three important requirements: 1) They're possible given the scenario presented, 2) They maximize your damage potential, and 3) They allow for possible followups. Here are some example combos then... After a Clean Launch: On Light and Normal weight characters: 2S, 2HS, sj.S, P, S, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) *Quick Notes: - On certain characters, you will have to change up the timings of the 2HS, sj.S and the first HS. You also may need to add a third sj.P after the 5S© relaunch on the slightly 'heavier' characters (Eddie/Axl/Venom). - Chipp/Anji: Delayed sj.S, delayed HS. Hitting the initial hits on these two are a bit tough, since it's easy to miss the sj.S on Chipp, while Anji often falls out at the first sj.P. The way to land this combo is to time the first hit of the String at the peak of their launch before they're able to tech away. You actually have a lot of leeway here, as her 2HS puts the opponent in quite a long hitstun. - Eddie/Axl: Delayed HS. - Venom: Very slightly delayed sj.S, slightly delayed HS. On Heavy characters: 2S, 2HS, sj.K, P, S, P, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) Using 6P (one hit), 2HS as anti-air: It can be very tricky to combo off this anti-air, as the height will vary depending on how high the opponent is before they are launched. Unless you can sense a clear shot at relaunching with a 5S© Link, it's best to stick to the 5K Link for this instance. If they are a ways in the air already, you'll have to change up the combo accordingly, and will probably have to use a Pin to relaunch even once, assuming it's at a convenient angle. On Light characters - Close to the ground: 6P (one hit), 2HS, sj.S, P, P, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) On Normal weight characters - Close to the ground: 6P (one hit), 2HS, sj.S, P, P, HS (three hits), land, 5K, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) On Heavy characters - Close to the ground: 6P (one hit), 2HS, sj.S, P, S, HS (three hits), land, 5S© (two hits), 2HS, sj.S, P, P, P, HS (three hits) On Light and Normal weight characters - Fairly airborne: 6P (one hit), 2HS, sj.S, P, HS (two or three hits) xx Silent Force, land, 2HS, sj.S, P, P, HS (three hits) On Heavy characters - Fairly airborne: 6P (one hit), 2HS, sj.S, P, P, HS (three hits), land, 5S© (two hits), 2HS, sj.S, P, P, P, HS (three hits) Using 2HS (non-counter hit) as anti-air: Again, it's easier to relaunch with a 5K, but a 5S© is not out of the question if you can vary your j.HS timing well enough within the short window you have with the j.P, HS gatling. If you do use the 5K to relaunch, use one less sj.P in the second air string. All characters - Close to the ground: 2HS, sj.S, P, S, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, P, HS (three hits) Light characters - Fairly airborne: 2HS, sj.S, P, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) Normal weight characters - Fairly airborne: 2HS, sj.S, P, P, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, P, HS (three hits) Heavy characters - Fairly airborne: 2HS, sj.S, P, S, HS (three hits), land, 5S© (two hits), 2HS, sj.S, P, P, P, HS (three hits) Using 2HS (counter hit) as anti-air: Fairly straightforward, as CH 2HS gives a large amount of hitstun, and therefore a ton of time to time your attacks properly to setup your aircombo. Light characters: CH 2HS, 2HS, sj.S, P, S, HS (two hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) *Quick Note: - On Jam and I-no, the first j.HS will hit three times instead of two. The rest of the combo works afterwards. Normal weight characters: CH 2HS, 2HS, sj.S, P, S, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) *Quick Note: - This combo is hard to land on Johnny due to his awkward hit box, so on Johnny, use the combo below. Heavy characters and Johnny: CH 2HS, 5S© (one hit), 2HS, sj.S, P, S, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) v. Preview of Advanced Combos a.k.a. "Excessive Stuff You Probably Don't Need To Learn If You Already Have A Solid Game With Millia" Throw Combos Now here's where things can get downright nasty. Throws into launch combos with Millia not only extend her regular throw damage by a couple of points, but can also set up for all sorts of nastiness with Millia if done right. The only problem is they actually are kind of difficult to do and require some practice. Not only that, there are a number of setups that are character specific. However, the Strings are exactly the same as the Strings in the previous sections, so there's no need to learn new String variations, only which String to use. The first thing about her throw combos is that they require pretty explicit timing in the dashes. Learning the timing when she is able to move again after doing the throw is crucial in comboing afterwards, because a lot of her starters come off of buffered dashes. For example, in the following combo: On Sol: Throw, d.5S(f), 2HS, sj.S, P, P, HS (three hits) Getting the d.5S(f) to connect immediately after the throw ends is usually the hardest part, and requires buffering a dash right when she is able to move again. If you don't get the buffered dash out, you'll whiff the combo and the opponent will be able to tech out to safety, whereas you could have just let the opponent fall to the ground unable to tech and plant a HS Tandem Top on top of them to begin her okizeme game. In my opinion, you don't really need to learn how to do throw combos when you can just start her okizeme game right off the bat. Hell, planting a HS Tandem Top right on top of them already tells the opponent that you're not a noob with Millia... Instant Air Dash Combos Instant air dash combos are pretty difficult to pull off, but they can rack up damage very quickly, as most IAD combos consist of a lot of S and HS's, and very little P's. While they're possible midscreen, they're a little bit easier to do in the corner, and are a little bit easier to do on Heavies and some Normal weight characters, but are a pain to do on Lightweights. Anyways, here's an example IAD combo: On Potemkin, in corner: 2S, 2HS, sjiad.S, HS (two hits), land, 5S© (one hit), 2HS, iad.P, HS (two hits), land, 5S© (one hit), 2HS, sjiad.HS (three hits) If done correctly, it does about half life on Potemkin (omgwtflol), and still leaves you with the option of starting her HS Tandem Top okizeme game. As if her relaunch combos weren't enough... Double S Tandem Top Combos While this sounds like it hurts a lot (it does), the fact that it only works in the corner and on only two people (Testament and Eddie) greatly limits its uses. Nevertheless, at least you can really put a hurting on Eddie and his lame-ass unblockables if you're able to get him in the corner, which is no easy feat. Anyway, the combo is: On Eddie/Testament, In Corner: FRC HS Tandem Top, 2S or 6K, (HS Tandem Top hits after 2S or 6K), 6HS xx S Tandem Top, 5HS (one hit) xx S Tandem Top, 2HS, sj.S, P, P, HS (three hits) You can end the combo with a Silent Force, land, 6HS xx Secret Garden ender instead if you want to, but I'd rather plant a HS Tandem Top on top of them to hopefully do the double S Tandem Top combo again (hehe). Technically it should be called a Triple Tandem Top combo if you include the FRC HS Tandem Top in the beginning, but whatever... Jump Install Combos Millia doesn't really need jump install combos to win, but if you're feeling flashy, I guess I'll post one here that can be done on everyone. Midscreen: ji.5S© (one hit), 2HS, sj.K, P, S, P, K, dj.K, S, HS (three hits) Useless? Maybe. But at least it demonstrates how jump installing with Millia works. Notice how she double jumped after she super jumped. This isn't possible under normal circumstances because you can't double jump after super jumping. Jump installing lets you bypass that limitation somehow by making the game think you have your extra normal jump action even though you super jumped. Impossible Dust Combos If you ever land a 5D on a competent opponent (good luck with that...), the best thing Millia could do is an Impossible Dust combo, which leads directly to her Situational Launch combos in which you could go for a relaunch or whatnot. Her basic Dust combo isn't that great since the opponent can tech out at the end of it, while her ID combo leads to her HS Tandem Top okizeme game. The way an ID combo works is that when you launch your opponent with a 5D, there's a period during their rise (right before the background changes colors, I believe) where if you time a hit during that period, they are unable to tech on the way down, which naturally would lead to Millia catching them with a 2HS into a combo. There are two easy ways to achieve an ID combo: 5D, hold 8, HS (one hit), HS (one hit) xx Turbofall, land, 2HS... or 5D, 8, 8, D xx Turbofall, land, 2HS... The first combo does more damage, but the second combo is a lot easier once you get the timing down. For the second combo, once you hit 5D, double jump straight up (first is the homing jump, second is the double jump) and hit D. At that point, you should've hit your opponent in the "sweet spot" for the ID to take effect. Cancel her air D to a Turbofall, then position yourself to catch the opponent with a 2HS into a combo. Summary: Due to Millia having so many varitions in her combos, the big problem was finding which were the most effective damage wise and what was possible in certain situations. I hope the combo section helped somewhat in giving you a direction on not only how Millia's combos work, but how to find efficient combos. It is far from a comprehensive guide in listing every single possible combination, but it is merely a primer towards coming up with what works and what does not.
TGS Posted December 22, 2005 Author Posted December 22, 2005 iv. Relaunch Combos Now we're starting to get somewhere in terms of comboing with Millia. Combine the last two sections together and you'll get the basis of her relaunch combos. This section will cover a little bit of how her relaunch combos work, so you'll have an understanding on why some relaunch combos will not work even though they were listed them down here. If you noticed in the previous sections, I have broken up Millia's combos into parts. Her basic combo consists of a Starter, a combo String, then an Ender. Her relaunch combos add a new part to that schematic; an extender (I'll call this a Link from now on). Add a Link to the combo, and you'll have the very basic scheme of her relaunch combo; first a Starter, then a combo String, then a Link, then another combo String, then an Ender. You can extend the combo even further by adding another Link after the second String if you wish to, but that's where the combo starts to get harder to pull off. Anyways, to further clarify, here's an example relaunch combo done on Normal weights: 2S, 2HS, sj.S, P, S, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) To break it down: Starter: 2S, 2HS String: sj.S, P, S Link: HS (three hits), land, 5S© (one hit), 2HS String: sj.S, P, P Ender: HS (three hits) Remember that her Starters can be anything from a clean launch to a situational launch (see previous sections), and her Strings also depend on which Starter she used to start the combo. The second String also depends on what Link was used in order for it to successfully connect. Her possible Links are shown below. Links: HS (two or three hits) xx Silent Force, land, 2HS HS (three hits), land, 5S© (one hit), 2HS HS (three hits), land, 5S(f), 2HS HS (three hits), land, 5K, 5S© (one hit), 2HS HS (three hits), land, 2P, 5S© (one hit), 2HS *Quick Notes: - For the above Links, you can proceed to the Basic string depending on character weight (see Situational Launch Combos section). HS (three hits), land, 5S© (two hits) HS (three hits), land, 5K, 5S© (two hits) HS (three hits), land, 2P, 5S© (two hits) HS (three hits), land, 5K, 5K HS (three hits), land, 2P, 5P, 5P *Quick Notes: - The above Links require you to proceed to the Universal string in order to continue the combo. Note that those Links are her fastest Links to land if you feel that her other Links are too slow as a result of mistimed combo Strings or whatnot. With the possible Links listed, it's now a matter of piecing everything together to make a relaunch combo. However, there are a couple of pointers you should keep in mind that could affect the success rate of the relaunch combo. - Speed is important in doing the combo. There's a big difference in leaving small gaps in the string and only getting the HS to hit twice and leaving no gap at all in the string and getting the HS to hit three times. Also, the speed of your string should change depending on whether you're doing the combo on a Light, Normal, or a Heavy weight character. Ideally, you want to go fast on Light characters because they are already in prime position for all three hits of her HS to hit AND still be able to land the Link to continue the combo. For Normal weight characters, you might have to delay the string a little bit for them to be positioned correctly to get all three hits of the HS to hit and still be able to land the Link as well. But usually this is corrected by letting the Normal weights float a little higher after a Starter (let's say, 2S, 2HS) so you can still do the String as fast as possible and still be able to land the Link afterwards. Against Heavy characters, you should do the String as fast as possible so all the hits will connect and you'll still be able to land a Link. - If you're having trouble adjusting to the timing of her combo Strings in order to land a Link, remember that she has many possible Links that can be used; some are faster than others, but they are a little harder to follow up compared to some of her stronger Links. - If you're not confident in landing any of the harder Links, stick to the HS (two or three hits) into Silent Force, 2HS Link. It's the easiest Link to do at the cost of your Pin, but at least you're getting a relaunch, which adds more damage to your combos, pushes your opponent to the corner, and still sets up Millia's okizeme game. - Ideally, you want to stick to only one relaunch, because if you go for more than one, Millia's basic links would not even connect together due to the high hit count and depleted Guard Bar Tension affecting all combos. With that said, I hope you're able to come up with your own combos from the previous sections. But seeing how some people can't learn without examples, I'll list down some example combos for all weight types. Remember; just because you don't see a combo listed down doesn't mean you shouldn't use it. You have to keep in mind that the combos I'm listing here fit three important requirements: 1) They're possible given the scenario presented, 2) They maximize your damage potential, and 3) They allow for possible followups. Here are some example combos then... After a Clean Launch: On Light and Normal weight characters: 2S, 2HS, sj.S, P, S, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) *Quick Notes: - On certain characters, you will have to change up the timings of the 2HS, sj.S and the first HS. You also may need to add a third sj.P after the 5S© relaunch on the slightly 'heavier' characters (Eddie/Axl/Venom). - Chipp/Anji: Delayed sj.S, delayed HS. Hitting the initial hits on these two are a bit tough, since it's easy to miss the sj.S on Chipp, while Anji often falls out at the first sj.P. The way to land this combo is to time the first hit of the String at the peak of their launch before they're able to tech away. You actually have a lot of leeway here, as her 2HS puts the opponent in quite a long hitstun. - Eddie/Axl: Delayed HS. - Venom: Very slightly delayed sj.S, slightly delayed HS. On Heavy characters: 2S, 2HS, sj.K, P, S, P, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) Using 6P (one hit), 2HS as anti-air: It can be very tricky to combo off this anti-air, as the height will vary depending on how high the opponent is before they are launched. Unless you can sense a clear shot at relaunching with a 5S© Link, it's best to stick to the 5K Link for this instance. If they are a ways in the air already, you'll have to change up the combo accordingly, and will probably have to use a Pin to relaunch even once, assuming it's at a convenient angle. On Light characters - Close to the ground: 6P (one hit), 2HS, sj.S, P, P, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) On Normal weight characters - Close to the ground: 6P (one hit), 2HS, sj.S, P, P, HS (three hits), land, 5K, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) On Heavy characters - Close to the ground: 6P (one hit), 2HS, sj.S, P, S, HS (three hits), land, 5S© (two hits), 2HS, sj.S, P, P, P, HS (three hits) On Light and Normal weight characters - Fairly airborne: 6P (one hit), 2HS, sj.S, P, HS (two or three hits) xx Silent Force, land, 2HS, sj.S, P, P, HS (three hits) On Heavy characters - Fairly airborne: 6P (one hit), 2HS, sj.S, P, P, HS (three hits), land, 5S© (two hits), 2HS, sj.S, P, P, P, HS (three hits) Using 2HS (non-counter hit) as anti-air: Again, it's easier to relaunch with a 5K, but a 5S© is not out of the question if you can vary your j.HS timing well enough within the short window you have with the j.P, HS gatling. If you do use the 5K to relaunch, use one less sj.P in the second air string. All characters - Close to the ground: 2HS, sj.S, P, S, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, P, HS (three hits) Light characters - Fairly airborne: 2HS, sj.S, P, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) Normal weight characters - Fairly airborne: 2HS, sj.S, P, P, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, P, HS (three hits) Heavy characters - Fairly airborne: 2HS, sj.S, P, S, HS (three hits), land, 5S© (two hits), 2HS, sj.S, P, P, P, HS (three hits) Using 2HS (counter hit) as anti-air: Fairly straightforward, as CH 2HS gives a large amount of hitstun, and therefore a ton of time to time your attacks properly to setup your aircombo. Light characters: CH 2HS, 2HS, sj.S, P, S, HS (two hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) *Quick Note: - On Jam and I-no, the first j.HS will hit three times instead of two. The rest of the combo works afterwards. Normal weight characters: CH 2HS, 2HS, sj.S, P, S, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) *Quick Note: - This combo is hard to land on Johnny due to his awkward hit box, so on Johnny, use the combo below. Heavy characters and Johnny: CH 2HS, 5S© (one hit), 2HS, sj.S, P, S, HS (three hits), land, 5S© (one hit), 2HS, sj.S, P, P, HS (three hits) v. Preview of Advanced Combos a.k.a. "Excessive Stuff You Probably Don't Need To Learn If You Already Have A Solid Game With Millia" Throw Combos Now here's where things can get downright nasty. Throws into launch combos with Millia not only extend her regular throw damage by a couple of points, but can also set up for all sorts of nastiness with Millia if done right. The only problem is they actually are kind of difficult to do and require some practice. Not only that, there are a number of setups that are character specific. However, the Strings are exactly the same as the Strings in the previous sections, so there's no need to learn new String variations, only which String to use. The first thing about her throw combos is that they require pretty explicit timing in the dashes. Learning the timing when she is able to move again after doing the throw is crucial in comboing afterwards, because a lot of her starters come off of buffered dashes. For example, in the following combo: On Sol: Throw, d.5S(f), 2HS, sj.S, P, P, HS (three hits) Getting the d.5S(f) to connect immediately after the throw ends is usually the hardest part, and requires buffering a dash right when she is able to move again. If you don't get the buffered dash out, you'll whiff the combo and the opponent will be able to tech out to safety, whereas you could have just let the opponent fall to the ground unable to tech and plant a HS Tandem Top on top of them to begin her okizeme game. In my opinion, you don't really need to learn how to do throw combos when you can just start her okizeme game right off the bat. Hell, planting a HS Tandem Top right on top of them already tells the opponent that you're not a noob with Millia... Instant Air Dash Combos Instant air dash combos are pretty difficult to pull off, but they can rack up damage very quickly, as most IAD combos consist of a lot of S and HS's, and very little P's. While they're possible midscreen, they're a little bit easier to do in the corner, and are a little bit easier to do on Heavies and some Normal weight characters, but are a pain to do on Lightweights. Anyways, here's an example IAD combo: On Potemkin, in corner: 2S, 2HS, sjiad.S, HS (two hits), land, 5S© (one hit), 2HS, iad.P, HS (two hits), land, 5S© (one hit), 2HS, sjiad.HS (three hits) If done correctly, it does about half life on Potemkin (omgwtflol), and still leaves you with the option of starting her HS Tandem Top okizeme game. As if her relaunch combos weren't enough... Double S Tandem Top Combos While this sounds like it hurts a lot (it does), the fact that it only works in the corner and on only two people (Testament and Eddie) greatly limits its uses. Nevertheless, at least you can really put a hurting on Eddie and his lame-ass unblockables if you're able to get him in the corner, which is no easy feat. Anyway, the combo is: On Eddie/Testament, In Corner: FRC HS Tandem Top, 2S or 6K, (HS Tandem Top hits after 2S or 6K), 6HS xx S Tandem Top, 5HS (one hit) xx S Tandem Top, 2HS, sj.S, P, P, HS (three hits) You can end the combo with a Silent Force, land, 6HS xx Secret Garden ender instead if you want to, but I'd rather plant a HS Tandem Top on top of them to hopefully do the double S Tandem Top combo again (hehe). Technically it should be called a Triple Tandem Top combo if you include the FRC HS Tandem Top in the beginning, but whatever... Jump Install Combos Millia doesn't really need jump install combos to win, but if you're feeling flashy, I guess I'll post one here that can be done on everyone. Midscreen: ji.5S© (one hit), 2HS, sj.K, P, S, P, K, dj.K, S, HS (three hits) Useless? Maybe. But at least it demonstrates how jump installing with Millia works. Notice how she double jumped after she super jumped. This isn't possible under normal circumstances because you can't double jump after super jumping. Jump installing lets you bypass that limitation somehow by making the game think you have your extra normal jump action even though you super jumped. Impossible Dust Combos If you ever land a 5D on a competent opponent (good luck with that...), the best thing Millia could do is an Impossible Dust combo, which leads directly to her Situational Launch combos in which you could go for a relaunch or whatnot. Her basic Dust combo isn't that great since the opponent can tech out at the end of it, while her ID combo leads to her HS Tandem Top okizeme game. The way an ID combo works is that when you launch your opponent with a 5D, there's a period during their rise (right before the background changes colors, I believe) where if you time a hit during that period, they are unable to tech on the way down, which naturally would lead to Millia catching them with a 2HS into a combo. There are two easy ways to achieve an ID combo: 5D, hold 8, HS (one hit), HS (one hit) xx Turbofall, land, 2HS... or 5D, 8, 8, D xx Turbofall, land, 2HS... The first combo does more damage, but the second combo is a lot easier once you get the timing down. For the second combo, once you hit 5D, double jump straight up (first is the homing jump, second is the double jump) and hit D. At that point, you should've hit your opponent in the "sweet spot" for the ID to take effect. Cancel her air D to a Turbofall, then position yourself to catch the opponent with a 2HS into a combo. Summary: Due to Millia having so many varitions in her combos, the big problem was finding which were the most effective damage wise and what was possible in certain situations. I hope the combo section helped somewhat in giving you a direction on not only how Millia's combos work, but how to find efficient combos. It is far from a comprehensive guide in listing every single possible combination, but it is merely a primer towards coming up with what works and what does not.
TGS Posted December 22, 2005 Author Posted December 22, 2005 6. Advanced Techniques HS Tandem Top Okizeme Game Blockstring Mixups Using Secret Garden FRC HS Tandem Top Tricks FRC Iron Savior Overhead 7. Millia's Fight Plan Going on the Offense Yes, you can play Defense with Millia... 8. Random Info Random Questions
TGS Posted December 22, 2005 Author Posted December 22, 2005 6. Advanced Techniques HS Tandem Top Okizeme Game Blockstring Mixups Using Secret Garden FRC HS Tandem Top Tricks FRC Iron Savior Overhead 7. Millia's Fight Plan Going on the Offense Yes, you can play Defense with Millia... 8. Random Info Random Questions
Kayin Nasaki Posted December 22, 2005 Posted December 22, 2005 Maybe Guilty Gear needs a wiki in general... Hm...
Kayin Nasaki Posted December 22, 2005 Posted December 22, 2005 Maybe Guilty Gear needs a wiki in general... Hm...
blitz Posted December 22, 2005 Posted December 22, 2005 Heck, I think fighting games in general need their own wiki.
blitz Posted December 22, 2005 Posted December 22, 2005 Heck, I think fighting games in general need their own wiki.
furix Posted December 24, 2005 Posted December 24, 2005 Oh shi, a Millia wiki will kick ass. =) EDIT: ooops, I misunderstood, I thought an actual Millia wiki was being done. Sorry. :s
furix Posted December 24, 2005 Posted December 24, 2005 Oh shi, a Millia wiki will kick ass. =) EDIT: ooops, I misunderstood, I thought an actual Millia wiki was being done. Sorry. :s
KA-GE-MA-TSU-RI Posted December 29, 2005 Posted December 29, 2005 shit, that is a LOT of stuff. now i come to think of it, only one year ago i would be reading every word of this stuff. now i just can't be bothered! when i have time, i'll try and do something here. I like the idea of a wikipedia thing.
KA-GE-MA-TSU-RI Posted December 29, 2005 Posted December 29, 2005 shit, that is a LOT of stuff. now i come to think of it, only one year ago i would be reading every word of this stuff. now i just can't be bothered! when i have time, i'll try and do something here. I like the idea of a wikipedia thing.
Zero Posted January 22, 2006 Posted January 22, 2006 The official arcade joystick button layout is: K S HS P D
Zero Posted January 22, 2006 Posted January 22, 2006 The official arcade joystick button layout is: K S HS P D
Kairi Posted February 4, 2006 Posted February 4, 2006 Hmm I though this might kick off better than my attempt,which failed misrebly....I guess no one really cares anymore....
Kairi Posted February 4, 2006 Posted February 4, 2006 Hmm I though this might kick off better than my attempt,which failed misrebly....I guess no one really cares anymore....
TGS Posted February 6, 2006 Author Posted February 6, 2006 The official arcade joystick button layout is: K S HS P D Spacing is a bitch. :grin: Hmm I though this might kick off better than my attempt,which failed misrebly....I guess no one really cares anymore.... I still care, but I really can't find time to do some of this right now. If I could like spend at least 5 minutes each day adding stuff here I would, but other priorities come first... But once those priorities are done, I'll make an effort to continue updating this thing.
TGS Posted February 6, 2006 Author Posted February 6, 2006 The official arcade joystick button layout is: K S HS P D Spacing is a bitch. :grin: Hmm I though this might kick off better than my attempt,which failed misrebly....I guess no one really cares anymore.... I still care, but I really can't find time to do some of this right now. If I could like spend at least 5 minutes each day adding stuff here I would, but other priorities come first... But once those priorities are done, I'll make an effort to continue updating this thing.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now