GGXX : Millia for the newb

Starting the system with Millia

A lot is said about what you do to people after you get them knocked down or catch them with the air combo, but you gotta get into a position to land these things. So lets talk about that.

The pin (214S in air, Silent Force) staggers A LOT on counter hit (up to 52F). Silent Force->Hyper Fall (236K) can be a nice setup, but it can also get you killed (8F recovery on landing…ouch). Throwing the pin c if you’re falling and your opponent is blasting forward towards you can yield favorable results, but Millia is a fragile little girl, so don’t just jump backwards and expect to sling it out and hit someone. This game does have IAD, you know. :stuck_out_tongue:

Also on the topic of IAD, a millia IAD -> crossup j.D can be good. Millia’s j.D is very good, and if you hit the button just as you pass your opponent’s head in the air it will point back in the direction you came. It can be blocked low, though.

Dashing is important for Millia. I would recommend getting your stuff together with that. Be able to dash on reaction, 2xair dash, dash brake, etc. She’s the second fastest character in the game, so be able to use the speed.

Random Millia stuff I’m messing around with:

  1. In case you accidentally don’t get a high jump after her 2HS, you can still do a relaunch combo (with pin as far as I can do). Just do normal jump towards opponent, P, S, HS (two hits), Pin, land, relaunch or just go for 6HS into Secret Garden setup.

  2. Her Winger Overdrive (2141236 HS) seems like it can be a good wake-up move or a desperation DP-like move. I dunno about it’s invincibility properties yet, so you might need to mess around with it.

  3. Is there any other way to get the Impossible Dust with Millia besides doing (after a Dust) 8S, 8S, Turbo Fall into whatever? Cuz sometimes the 8S, 8S will work (opponent cannot tech out), while other times opponent can tech out.

  4. Millia has some dope mindgames I rarely see anyone using (but then again, there aren’t that many good Millia players here in SoCali…), and even some Japanese Millias seem to be kind of… average in the mindgames department. Sure, she can probably get DP’d out of some of her stuff, but have you tried stuff like baiting it out?

More stuff to come as I keep learning Millia…

I believe the reason that Millia vs Sol is considered to be 6-4 in her favor (according to the old Arcadia chart) is partially due to her ability to bait DPs with an FRC HS Disc on wakeup. It’s possible to keep Sol in blockstun after he blocks a disc, so you can wait to see if he tries to DP out. After you make him block it, go high or low or whatever into her aircombo.

I use millia. =] When will Pentland have a ggxx setup? ill come over one of these days.

For her impossible dust, try 8S, 8HS, then turbo fall. Just keep practicing the timing. Although I dont really use her dust, cause its slow.

Her winger overdrive isnt that good. A lot of normal moves can outprioritize it. Why waste the meter just to get minimal damage on the enemy.

:slight_smile:

the ID combo i use is j8d> j8d> turbofall, and that seems to do the most damage (but wont work on anji).

anyway, comboing off a throw adds some damage, while moving the opponent and pushing up the tension.

the dash> 2p> 5p> 5p> HJC> jk… works for pretty much anyone. It’s easier to land than any other option.

The more damaging one is to dash> s(f)> 2h, as that will get you 30 more damage most times (the difference between 90 dmg, and 120 damage). It’s easiest on zappa.

If you use a relaunch, you can get it up to 135, just depends on your positioning.

anyway, pot, eddie, and faust all fall for the 2h after the grab. You can IAD afterwards to combo into a relaunch, and it will do the same amount of damage as a B&B combo would off a 2k (i think).

remember also that comboing off a throw can lead to secret garden trap, which can’t actually be done off JUST the throw, so there’s another good thing.

the rundown on the relaunch:

first thing first- i do believe these are the funnest combos in the game to do.

heres one easy double relaunch from midscreen with a secret garden setup ender to practice relaunching; this version works on dizzy:

6p> 2h> HJC> js> jp> js> jh(3hits)> LAND> s©> 2h> HJC> js> jp> js> jh(2hits)> LAND> s(f)> 2h> IAD> js> jh(1hit)> 214s> LAND> 6h> 214h

In truth though, you will be landing most of your combos off the okiseme setups. There are 2 different aircombos that each have 1 other alternative…

one is js> jp> js, which positions you at the same height as jk> jp> jk> js

the other is js> jp> jp, which does is the same height-wise as jk> js> jp.

When you 2h from the ground, you use the former for the most part, and the latter if you nail them with a 2h while they are in air (for the most part). But this has more to do with weight, and certain characters will need one or the other. Sometimes, if both connect, then connecting with one still might be more useful than the other (either positions right for a relaunch, or ensures knockdown).

How does this affect traps? Well, the hs disc puts them in air, so you have to adjust your combos likewise. Eventually, being able to calculate which combo is needed in any given situation is the goal.

IAD loop on light characters:

5k> s©> 2h> IAD> jh(3hits)> LAND> repeat

IAD loop on heavy characters:

s©> 2h> IAD> js> jh(1-2hits)> LAND> repeat

strangely, mid weights (and characters that pop up a bunch without actually being too light) are very hard to loop consistently in this manner. Chipp hitbox hits the ground before he does, just fyi.

the common traps:

236h> 2FRC> 2k(connect)> 2s> 2h…

236h> 6FRC> 6k(connect)> DASH> (s©>) 2h…

236h> 2FRC> 2s(connect)> DASH> (s©>) 2h…

236h> 214psh(connect1)> FRC> jk(connect2)> LAND> DASH> (s©>) 2h…

236h> 2FRC> 2369p(connect)> LAND> DASH> (s©>) 2h…

236h(connect)> 9FRC> 6IAD> 236k> LAND(cross up)> (DASH>) (s©>) 2h…

236h> 4FRC> 4backdash> 2s(connect)> DASH> (s©>) 2h…

I call these “first generation traps”, because they show what should happen if the first mixup connects.

I’ll talk about second and third later…

I’m puzzled as to why you input certain directions with the FRC. I’m aware of doing it for dashes, but why 2FRC? And try to capitalize S when indicating slash to make things easier to read.

And are you trying to air combo after that first trap? If so, why not 2K>5S->2H?

the reason would be because 2s is is very good for IAD, and 2k is not usually enough time to change to a s© instead. 2s is much better for pressure if the string DOESN’T work.

There IS something you can do off a s© though, and that’s a jk just as you jump, and then cancel it with a turbofall. If it gets them, it should combo with the disc, and then an aircombo. That’s a “second generation” trap, btw, because it’s the second mix-up that connects while still being comboable.

about the directionals-- 236h is one of those frc’s that you can act immediately out of. doing a 214psh as an frc to the 236h will yield an instant slide. The slide frc is not affected by direction. While the first traps I listed do NOT need a direction with the action of the frc, things like the 9FRC> 6IAD literally means you enter the first part of the IAD with the FRC. The backdash from the FRC is VERY quick. If done right, it’s like she teleported back real quick, so it can be used as an anti throw/dp tactic.

I’ll post second generation traps later…
Or maybe I’ll just finish that friggin faq, thread be damned.

Oh yeah, I make it my rule to never capitalize normals/specials/overdrives, but I to always capitilize movements, non super tension options, and state changes (liking LANDING). So you will just have to train yourself not to read it as standing, because that’s what 5 means, ya know.

2k->2s->2hs won’t combo together unless you have dash momentum and are in deep. 2k->5s->2hs does if you have either. You can also combo 2k->5s->5hs->2D.

Don’t try to start an air combo with 2k->2s->2hs. I have, however, seen 2s used in a long ass block string on someone (and the IAD thing). So its still useful.

And I think that second gen trap can be blocked all low (j.k would whiff). There’s enough time for hit detection on 2k->5s to tell if you should try to 2hs someone or do a block string from there. if the 5s hits, I’m skeptical about whether that would just be some unecessary flash. Or maybe could be teched out of or something. I need more explanation on these second/third gen traps. I’m not convinced. :smiley:

edit: I remember now, 5s© -> 2S is part of the guard string. Can interrupt 5s after either 1 or 2 hits.

Are these other generation traps supposed to be resets or mixups or something? Hard to block?

however many “rock paper scissors” moments there are in a string determines which generation trap they are. 2 of those moments in one string is a second generation trap.

The issue with the 2k> 2s> 2h…

the 2h only misses when the string is blocked, so it doesn’t matter anyway.

jh(3hits)> LAND> DASH> 236h> FRC> 2k(connect)> 2s> 2h…

now, if the 2k is blocked, but the 2s hits, THEN you can’t connect with 2h. at that point though, you could simply wait for 2s to recover, and dash after them with a 2h instead. The 2k> 2s> 2h immediately after an frc yields a situation where you can follow up with an IAD in most cases because of the timing of the 236h and the 2h, 2h hits when the stun from the 236h is still affecting, so it keeps them low enough for an IAD follow-up. Otherwise, it’s better just to dash after them with a (s©>) 2h anyway if that option doesn’t work on one of the characters.

Anyway, using s©/s(f)> 2s is a great 2nd generation trap. The 236h hits a fraction of a second after the 2s in that string, so it’s good to follow up the 2s with a 2369k, and use the disc as a tick to throw them, or to continue with a blocked string/combo. You can also mix between adding the s©/s(f) and keeping them out to vary the time of recovery. For instance, after the 2k> 2s> 2369k, you can land on the other side, and then DASH> 2k> tick throw off that instead. REALLY confusing to the enemy, since it juggles around the timing needed to jump out before being thrown, and even then… 2k> DASH> 5k (oops, they jumped) =)
If the 5k connects…

5k> s©> HJC> jk> js> jp> jh(3hits)…
(mind you, the dash 5k is a rather short dash, and should be done pretty quick)

of course, instead of 5k, you could always just use 2p…

anyway, second generation traps… (i used continuations of the first ones I posted as random examples…)

236h> 2FRC> 2k(blocked)> 2s> DASH> 6k(connect)> 236s> DASH…

236h> 6FRC> 6k(blocked)> DASH> 2k(connect)> 2s> 2h…

236h> 2FRC> 2s(blocked)> DASH> 6k(connect)> 236s> DASH…

236h> 214psh(blocked)> FRC> jk(blocked)> LAND> DASH> 2k(connect)> 2s> 2h…

236h> 2FRC> 2369p(blocked)> LAND> DASH> 6k(connect)> [in corner]236s> s©> 2h…

That’s the jist of it anyway. The point is that it’s a second guessing game within the same lockdown as the first guessing game, so it becomes part of the okiseme, really. So in essence, as long as there are no “gaps”, then these are traps that the opp has to deal with before he can get you off him. That’s why I call them “generations”. Any time there are 3 possible courses of action that the opp has to deal with, it’s mixup(trap, whatever). The ones I listed are all high/low/throw mixups. So that’s what I mean.

yup.

Colors for millia I like:

square (standard) - white/blue/gold
triange - dark blue/blue/gold (sexy tan)
HS - white/teal/dark blue
SP+HS - dark blue/blue/darkblue (white gloves)

Gold mode Millia is silly. She can walk across the screen in half a second. Too fast. LOL.

bump

my millia sucks

What are her good and bad matchups as far as character vs character is concerned?

START+P = My #r Millia colour
D = My XX Millia colour

D is like, the best colour in the whole of XX.

rofl i just saw that haha thats my fave ;D!

ill give some tips mind you i suck D=

corner combos with millia that own i dunno if they been posted and ill be damned if im gona go back and check.

set ring 214p frc 6hs 236slash, slash, 2hs, regular aircombo from here you can also go (if you have the pin) launch slash p,p hs hs hair pin 6hs the do that blue bubbly thingy and go in and mix up weee!

IMO-

Good matchups:

Anji
Venom
I-no
Turtle May

Bad Matchups:

Slayer
Baiken

Her good matches:
Faust
Just about any character that you don’t see mentioned

Pretty Even:
Chipp
Baiken
Eddie

Bad:
Slayer

Other stuff was in my mind, but today I just went blank.