I’ve been hearing some talk about how Millia is generally tiered fairly high in GGXX, so I tried playing around with her for a bit in GGX at home to see what all the fuss is about. So far, all I can tell is that her honda-clone hair slash thingie (you know, where you mash slash) does some pretty solid damage and combos nicely from most ground chains - something like 100-120 damage on Ky in training mode isn’t too bad for a B&B. Doesn’t seem to be very safe if blocked though.
That green disc move also seems pretty good at controlling space and isn’t too laggy - I’ve tried to jump in at a Millia doing the hard slash version before, and she blocked it in time so I ate the hit from the green thing.
Mobility is key - she has the two ground dash moves (one where she rolls and one where she rides on her hair) that I don’t really know how to use, and she has the two air dash moves (the rolling attack a la athena and the crossup one that seems fairly useful) so it looks like she can mix it up a bit.
Supers seem kinda average, I dunno…that angel super (qcb, hcf hard slash) combos nicely off a c. hs for some decent damage.
Anyone got some tips on how to use this lovely lady? I’d be curious to see what other people have come up with…combos are welcome too. Also, I’ve been playing with her in GGX - what are the XX changes?
Pick I-no, she takes off her top when she wins. That’s reason enough for me to pick her!
The biggest changes that Milia received from X to XX are
crouching kick does not combo into crouching HS. So you have to do c. K, c. H, c. HS.
The green disc (HS version) has a mad startup delay. This is to prevent the bullshit that Milia had in X.
Actually, I’m sure there are more changes but I only played Milia in XX once and these are the only ones that I noticed but these are very important.
Bad Moon (qcf + p in air) is a very quick overhead. The ground roll and the air dive were decent confusion tactics back in X but I’m not sure how good they are in XX.
Her supers aren’t that good but there’s many different ways to use your meter in this game. They aren’t important in X anyways. Milia’s top tier strategy in X was…
knockdown, HS green disc, mixup high/low attack, repeat
That’s it (and you can’t do this anymore in XX, try it and see what happens)
Milia was a basic, yet effective (i.e. the best) character in X. As far as I can tell, you have to work harder to win with her in XX. I wouldn’t know since I’ve made it my mission to see I-No take off her top as much as possible.
pat, if i see you at UCB, i’ll try to teach you some millia. she’s kinda complex, it’s too much to write. and check out the gamecombos forums, there’s pretty good milia threads there.
If you haven’t noticed by now, her Lust Shaker now has an additional command for it (214S), has less range, but actually seems to do more damage. She also has the air dagger, which is quite fast and safe for a mixup.
I like it when people try and hit me out. That’s why it can be FRC’ed. If they try and hit you, do the FRC and block, and THEN watch them complain. shameless plug
Check the Gamecombos Millia section end shameless plug
I found a pretty sweet combo with her that does about 50-60 percent damage.
s,s, projectile super, run and do a low k into low s, projectile super, then low s, into qcb (forget, but the button, but the multi hit hair thing should come out, just don’t forget to mash on the buttom afterwards)
Thats for full screen, if you are already near the corner, you can do different variations of that. The good thing about this is that you can’t really escape because when you hit the supers and stuff, they bounce off the wall rather low and quick so it makes it a lot harder for them to mash on the buttons and escape. It also means you have to be quicker with you executions, but its still very easy to pull off.
her relaunch combo is st.slash,cr.heavyslash jump or super jump slash,punch,heavyslash qcbslash land dash cr.heavyslash the rest is up to u
millia strats frc the green disc
disc super combos off itself and pretty much everything else
cr.hs combos
throw can be comboed off of with either cr.hs or disc super
launch w/c.HS, highjump into S-P-S-HS (2 hits), qcb+S in air, land, dash c.HS, repeat highjump combo.
This combo needs some alteration against certain characters, but this is the B&B. Another option is after the qcb+S, land and do a F+HS into whatever (disc super, slash disc, or qcb+HS for more wakeup games). If the super or disc connects, you usually get another air combo, but this works better closer to the corner.
For those who think the qcf+HS attack sucks for wakeup now, it just has to be applied differently. Do it and immediately attack as the opponent is getting up, if they don’t block correctly then it will combo and you can get your standard aircombo off and still repeat when you knock them down. She also has about a billion crossups with it, the basic one is to knockdown, qcf+HS, jump back and airdash over them as they rise, they have to block the other way. If they don’t, you can airdash back and combo again off of the disc. This also nullifies most reversals since if they do reverse, they will either be hit or whiff you entirely. You can also FRC the disc for even more mindgames. It’s not the same bullshit pressure she had in X, but it’s still valid enough that she is still top tier in XX.
Disc super combos off of F+K. This is stupid good. F+K is an overhead and dodges lows. Also take into account that you will almost always get a free relaunch off of the disc super, and you can see how this is a good super. Much better than her Winger.
That’s way too risky. They can use FD to break their dash, block your super, and punish the hell out of you. You waste a super and get your ass thrashed. Not cool.
You can also relaunch after her 236 + P in the air, but it’s still heavily strict in timing. You can do the combo Beast of Fire mentioned without the pin, however it’s MUCH stricter in timing. You can generally lean off delaying the HS in the air combo a little bit, which should let you land slightly before they do.
With Millia, you always want to knock someone down and get that disc in. (Corner, I preffer her Secret Garden move (moon ball thingy)) From there, you can do a WIDE variety of mixups.
I’m going to try to make a flowchart later on. Seems that Millia deems it worth the time.
Bad Moon relaunch is very strict and generally very character-specific, as is relaunching without the Silent Force (pin).
Secret Garden is insanely effective okizeme, especially in the corner. The Tandem Top is just several times easier to use and apply. Secret Garden oki loops are nasty, though.
I assume oki loops = okizeme loops…
Since I don’t know how to play Millia well at all… I’m just guessing these oki loops involve some intricate bubble patterns… much easier to learn the HS Tandem Top stuff.
Millia = offense. You’re basically going to pressure your opponent and go for a knockdown, then go for okizeme into crazed mixups so you can knock down again and repeat.
Main things you will utilize are air dashes for mobility and crossup potential, s.K and c.K for poking, c.S for low hits and combo starters, F+K for a quick overhead into a super or RC it and rush in to combo, instant Bad Moon (tigerknee it) for a fast overhead that knocks down, sweep for a long range knockdown that hits low, ground rolls for crossup and mindgames, lots of throwing (she generally gets a free aircombo off of it), and use Silent Force in the air (from an airdash mostly) to stagger and get free combos. Main oki stuff is after knockdown, do HS Tandem Top. c.S for a low hit, instant Badmoon for a high hit is the basic mixup. If c.S is blocked or hit, cancel to a roll. On hit, the c.S will combo to the Tandem Top, so you roll behind and c.Hs to aircombo. On block, you roll behind and jump. If they try to attack you after the roll, they will whiff and you get a CH j.D as you fall, which gives you free aircombo. Otherwise, you can mixup. Other options include crossups (jump away and airdash over their heads, they have to block opposite or the Tandem Top will hit).
Tension expenditure will go mostly to RC/FRC. FD is second. Overdrives are third. Everything else is last.
That’s about all I know off-hand. Better leave it to a more experience Millia.