Quick AC Millia Primer for Beginners:
Useful Normals that aren’t just combo fillers:
2P - Counter-hit setup. Part of blockstrings where you can interrupt opponents who try to mash out of your strings. Decent tick throw tool too.
5P - Mashy-mashy for anti-airy. Whiffy-whiffy for ticky-throwy too, but whiffy-whiffy on some crouching characters as well.
5K - Blockstring mixup starter. Chains into almost every other normal, including itself.
5S(f) - Pokey-pokey to punish opponent’s whiffs or set up stuff. Fast, good range, chains into 2S and 5H. Ideally you want to do 5S(f)-5H-2DxxRoll to start her Disc Oki game. Or if you have the meter, 5S(f)-5HxxDisc Super, followup.
5S© - Multi-hit, jump-cancellable normal. Use for combos and blockstrings.
5H - Poke into 2D or Disc Super. Pretty long range.
2S - Low poke that’s jump-cancellable as well. Also chains into a bunch of other normals, but most importantly 5P, which allows you to keep the pressure.
6P - Multi-hit anti-air move with some upper-body invincibility. Can chain into 6H. Slow as fuck if whiffed, though.
6K - Overhead. Use to open up your opponent during blockstrings. Can link a 5S(f) afterwards if they’re crouching; otherwise, combo into S Disc, Lust Shaker, or Disc Super.
6H - Far-reaching attack that causes knockdown on hit. VERY useful combo ender. Can cancel into special moves (i.e. Roll, S Disc, whatever).
2D - Knockdown. Far range. Cancel into Roll, Disc, Secret Garden, whatever.
2H - Launcher, anti-air.
j.K - Best air-to-air attack due to it’s attack angle. Doesn’t chain into itself, but you can do j.K-P-K-P-blahblahblah as an air-to-air blockstring.
j.S - Useful because of air-dash cancel shenanigans.
j.D - Millia’s longest air attack, causes knockdown on counter-hit.
Useful Special Moves:
Everything. Quick rundown for each of them listed below:
S Disc - Think of it as a “get the fuck off of me!” move for horizontal attack ranges. Use for pre-empting an opponent’s attack, plus gives decent frames on block, and can combo afterwards in the corner. Also has an FRC point in the first 2-3 frames of the move. Think of the FRC as a regular RC that only costs 25% Tension.
H Disc - Oki starter. Disc takes a while to form though, but you can create nasty mixups off of it depending on what the opponent does. Has an FRC point at the end of the Disc, but I’d rather use the Tension for a FB Disc. Due to the startup of the Disc, you have enough time to actually Throw the opponent while the Disc is still forming, which is part of her mixup game. Of course, if the opponent sniffs it out and tries to throw you instead, bait out their whiffed 5H and they’ll eat the Disc, and you proceed to combo off of it afterwards.
S and H Pin - Used to start an offense since the Pin locks down the opponent, which gives you time to airdash in. Also used for air combo enders in order to give you enough time to do some of her better Oki setups.
Lust Shaker - Useful NOT because it’s scrubby easy damage (there are better options, dammit), but because of it’s decent mixups during the move plus FB Longinus. During Lust Shaker, you can do a Command Roll, Iron Savior, or a FB Longinus, and each of those has decent mixup options afterwards.
Iron Savior - a.k.a. Iron Sabre/Hair Car/Surfboard. Hits low and sends opponent flying across the screen. Decent low attack, but it shines when used in conjunction with its FRC in which you can create nasty mixups.
Command Roll - a.k.a. Barrel Roll, Roll, whatever. Used for crossing up opponents during Disc Oki games to open them up. Also used to cancel the recovery of laggy normals to bring Millia closer to start her Disc games.
FB Longinus - a.k.a. FB Stab, Stabby. Can only use it during Lust Shaker. If, for some magical reason, you actually connected with Lust Shaker unintentionally, FB Stab will combo afterwards. On block, it gives good frame advantage, and on hit, it causes Slide Stun, which is useful for forcing your opponent to the corner, and if you’re close enough, you can combo off of the Slide Stun.
Secret Garden - a.k.a. Bubble/Ball/Moon/wtfisthatshitohfuckican’tblock. If you’ve seen Nakamura use this on cornered Potemkins, you’ve seen what nasty shit you can do with this.
Bad Moon - Overhead that causes knockdown. Fucked on block. FRC it, and you open up more crazy mixup possibilities.
Turbofall - a.k.a. Trijump. Used to crossup opponents during Disc Oki as well. Also gets Millia to the ground faster if she’s waaaaaaaaaaaaaaaaaaay high in the air (like for example, you eat a dust combo and you tech’ed waay up there). Has an FRC point in the beginning, but that’s used for hella advanced shit. Oh, also you can cancel it’s landing recovery into another special move, so you can do really nasty shit like Disc Oki, TK Turbofall (crossup), Command Roll (crossup) and the opponent will be confused as hell and eat the Disc.
FB Disc - a.k.a. Broke Shit. Millia’s best FB. Think of it as a waaaaaaaaaaay better version of H Disc that hits multiple times. It comes out in 3-4 frames, and cannot be interrupted if Millia is hit after the Disc has started forming. Air version lets you extend your combos, and also has crazy crossup capabilities if used right. Learn it, use it, and love it.
VERY VERY BASIC COMBOS TO KNOW THAT WORKS ON EVERYONE:
- 5S(f)-5H-2DxxRoll, Disc Setup
- 5S©-2H, j.K-D, adc.K-D, adc.D.
- (Random Disc Hit that’s not S Disc), 5S© (two hits), j.K-D, adc.K-D, adc.D
- Throw, dash-in 5S(f)-2H, j.D, adc.K-D, adc.D
That’s just really basic Millia shit, so uh… yeah. Super duper advanced shit is on dustloop, or you can ask in this thread as well.