GGXX: Millia

Beast>> Sweet, thanks.

What about Secret Garden and it’s Oki applications??
The bubble keeps doing what you tell it to do, even if you get hit, right?? So, on a downed opponent, can you get the bubble to come back towards you??? That way, if the opponent attacks you, he gets hit, you air-combo (off the trade)… If he doesn’t attack, you can basically treat the bubble’s next movement as a Tandem Top… I dunno, I was thinking that but I’m not sure.

Here’s something I made up. I dunno if people are already doing this but…:

HS Tandem Top on downed opponent, Tiger Knee quick-drop to crossover, Tandem Top hits, 2HS, SJC…

HS Tandem Top, FRC, IAD to crossover, Quick-Drop to crossover back to your original side, Tandem Top hits, 2HS, SJC…

And which RC/FRCs are the most useful??? The RC after the overhead sounds pretty slick. I find the FRC Tandem Top pretty useful, and the FRC Sliding thing is good in corners (to set up launcher) I guess.

Here’s something I made up. I dunno if people are already doing this but…:

HS Tandem Top on downed opponent, Tiger Knee quick-drop to crossover, Tandem Top hits, 2HS, SJC…

HS Tandem Top, FRC, IAD to crossover, Quick-Drop to crossover back to your original side, Tandem Top hits, 2HS, SJC…

In corner after the overhead 6K, go for 214P>FRC>dash in>5(f)S>2HS>air combo.

For air to air, go for JK or JP. If JK is blocked in the air, do JP>JK>repeat. JHS is also a nice air to air attack but it comes out a bit slow. Use JS for air to ground. Use JD when you are sure that you will get a counter hit so you could air combo after the wall bounce.

5P=good range, good anti air, fast and it can connect to air combo if it hits a midair opponent. Use it.

After a blocked 2S, either do 236S to cancel the lag or jump backward and see what your opponent does then go from there (usually J214S is a good move to do).

Use 2K on the ground to push a blocking opponent away (say when you got hit by Johnny’s 214P).

For a HS tandem top on a downed opponent, you could go in and do a throw before the disk hits. Of course this sounds dangerous to do but judging from my large collection of Millia vids, a lot of the good Japanese players fall for this trap.

Awesome. Thanks guys. I think I’m starting to get how to use Millia now. I just have problem comboing Potemkin…

BTW, I remember the gamecombos.com boards had awesome Millia stuff, but now the site is down. Does anyone know if gamecombos forums are archived in any way?? Thanks.

GGXX should have its own SRK section like CvS2/MvC2/3S do.

Hmmm, is there something special I need to be able to do the hair pin move. I can only get it out about 10% of the time.

Just have to clarify something. When Millia is going on offensive, make sure you are not just randomly rushing at the guy to pressure them. When you are playing offensively, play it smart. Although she can dominate in the air, if you aren’t careful, a turtler will soon be able to predict your air dashing attempts and airthrow you or lay an anti-air to a meaty combo. Since Millia has one of the worst defenses in the game, you cannot afford that, especially when getting nailed by characters such as Slayer, Sol, Johnny, Baiken, and so on. Make sure you utilize stuff like the pin and poke efficiently with moves like 6P and 5S. Strangely enough, Millia can play decent defensive playing while not going on the offensive. After air-dashing backwards, D can cover distance and keep you safe. Her 5P beats a lot of moves anti-air wise and can be used to setup the air combo, shifting the match greatly in favor for her into the wake-ups. Although6P can also be used as an anti Air, I wouldn’t recommend spamming it since there are moves that can beatn it out and it doesn’t come out as fast as her 5P. I’m not too sure about using a 5K for pokes because it isn’t really that fast, nor does it really have too much of range compared to 5S or 6P. An important tool is indeed her pin, but make sure that you don’t always go for the pick-up when there is a better option available. Although resets add extra damage and are fun, if you can get the guy on the ground and start the wake-ups, the wake-ups should take priority. Another important thing with Millia is to know your distance. Because wake-ups are a big part of her game, you don’t want to end up too far from the guy after a knockdown or else the disc won’t connect. You also don’t want to be way too close to the guy, or else they can throw you. Try to get used to using things like TKed Bad moon or sweep, which allow air combos to start after the wake-up connects and also keeps you distanced enough to avoid stupid things like throws and such. Another part of being smart with Millia is to know when the guy will get desperate. Characters like Axl and Johnny have those invincibility frames and stuff that will beat out Millia’s wake-ups, so be sure to use mind-games for that bullshit, seriously. Umm, I just lost my train of thought, so I’ll probably get back to typing later…also you do know how to pick up the pin right SiR_FoX?

Haha, I’m just stupid, and never noticed the big yellow thing on the floor until just AFTER I posted that message.

chipp for life.

wtf is this minimum 20 character limit.

Chipp is bomb. Too bad almost everyone has a 100% combo on him W/O full guard bar…

Well, all I’ll have to say is that Millia is strictly offensive. Is highly ranked and is second fastest to chipp (her speed doesn’t match chipps). However you MUST MUST MUST play smart with her b/c she takes the second (or maybe third greatest damage to Kliff) greatest damage of the game.

qcb+k and j.qcf+k are good ways to confuse the opponent but must be used appropriately. For example if you get pinned in the corner you could use 12369+k to get to the other side and maybe attack with a lust shaker. Her badmoon could work well the same way but you have to be more careful.

qcb+s in the air and f+p are good to use if you want to stagger your opponent. I use qcb+s just b/c for me it’s faster and most of the time the opponent doesn’t expect it. It’s good against Sol’s kick where he bounches off the wall. Also, supposedly if you do qcb+p and frc it and jump and insert the move and let go the buttons it automatically comes out. You can do a whole bunch of mixups then.

Secret Garden (qcb+HS)I don’t think works well. It can be used right when your opponent is down but overall it leaves a lot of open gaps.

d+s and d+hs can be canceled in with qcb+hcf+hs (WINGER) really easily and go hand in hand. d+hs as everyone knows is a good launcher. You can do d+hs j.p, j.k, j.hs. I dunno if this works necessarily but you could do d+hs j.p,j.s, qcf+k and relaunch. Some good relaunch combos and bread and butters were given and can easily be found so I best not mention them. Many air combinations that get some seven or more hits. p,k,p,HS (3). Japanese use p,s,p,HS (3).

Tandem top (qcf+s)is good next to the wall. Your opponent can bounce off the wall and you can pin them with lust shaker (ssss) and could get may 16-20 hits supposedly. You got to be careful with that one and mix that one in b/c it can still be blocked. Tandem top (only qcf+hs) can be cancelled after 14 frames, or before the disk fully appears.

Some combos I know of are d+p,d+k, s, cancel after 1 hit, f+p, cancel after one hit, s, cancel with the emerald rain super (qcf qcf+s). However I think emerald rain sucks majorly and I use the winger instead. So you could d+p, d+k, RC, close S (1), f+p (1), close S (1), then winger. You gotta be careful on timing.

oh, f+hs has awesome range. If you get them it’s good to follow it with qcb+p. If you launch your opponent with d+hs you could follow in the air with:
p,p,hs.
k,p, qcf+p
p,k,p,hs (hs is kind of slow sometimes)but it works well if done fast enough). Hey, it ain’t too hard.

I don’t know of many dust combos. Just:

s,s,k,p,s,hs
s,s,p,k,p,k,p,k,p,s
hs, qcf+p
or just punch but that doesn’t take off too much damage.

She supposedly has an endless combo but I think it can only be done in GG mode and it’s not really guanrenteed (d+k, s, cancel after 1 hit, hs, cancel after 1 hit, dash forward, redo…). Has anyone tried this or seen it?

Milla in EX is different b/c you can do tandem tops in the air and control her winger and such. In gold and shadow I think she’s just a lot faster. She’s still a lot different in those modes so I can’t say too much as of now.

As for final words speed, mobility, and playing wisely is very important with millia.

More stuff later.