UPDATE - Bah Draik beat it with 303 https://twitter.com/DraikPD
Messing around w/ Draik trying to see how far we can push it. Can anyone beat this Millia 100% meter combo. Same position, same Ky, same starter, 100% meter.
#ggst_mi this is atrue blockstring only with run momentum, 5h frame traps otherwise #PS4share pic.twitter.com/xO0ibloxg5— Alioune (@Alioune85) September 22, 2021
Probably not new tech but I wanting a more easy way to relaunch heavy bodies cS >jK>jD>jS>Delay jS>cS #GGST_MI pic.twitter.com/4rgsW372QS— Simone (@SimoneAlcazar) September 22, 2021
#GGST_MI Full Tension No Risc 257 dmg on Ky (235+ without winger/septum voices) If anyone can help optimize please do so! @LordKnightBB @SMDisband pic.twitter.com/CE3umHzqyF— Arcana (@ArcanaMD) September 22, 2021
This guide is made for new Millia players to help them out with a starting point
on how to play Millia.
Going from anti-airs to basic combos and mixups and so on.
Enjoy!
timestamps below
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00:00 Introduction
00:14 explanation on numpad shortcuts and buttons
01:45 Anti-airs
02:19 How to get in with Millia
03:41 combos when you get in
04:38 mixups
05:19 combos after the mixup
05:59 wake-up pressure
07:31 extra combo examples
08:45 outro
If you have any questions let me know in the comment section and I will try to answer them.
thanks for watching!
Combo's used:
6P ⟶ 214K / 214P
5P ⟶ 6HS ⟶ 214P
ch close S ⟶ close S ⟶ ...
S / K ⟶ D ⟶ air dash ⟶ S ⟶ D ⟶ air dash ⟶ S ⟶ D ⟶ 236P
instant air dash ⟶ HS ⟶ 2K ⟶ 2D
dash 2K ⟶ 2D
instant air dash ⟶ HS ⟶ 5K ⟶ 2D
dash 5K ⟶ 2D
Close S ⟶ 5HS ⟶ 214P
2K ⟶ 2D ⟶ 236 HS
5K ⟶ 2D ⟶ 236 HS
2K ⟶ 2D ⟶ 236 HS ⟶ air dash (crossup)
5K ⟶ 2D ⟶ 236 HS ⟶ delay air dash (same side)
2K ⟶ 2D ⟶ 236 HS ⟶ 2k (low option)
2K ⟶ 2D ⟶ 236 HS ⟶ block (to block versus dp and super then punish)
2K ⟶ 2D ⟶ 236 HS ⟶ air dash ⟶ Close S ⟶ jump K ⟶ D ⟶ air dash ⟶ S ⟶ D ⟶ air dash ⟶ S ⟶ D ⟶ 236P
2K ⟶ 2D ⟶ 236 HS ⟶ air dash ⟶ Close S ⟶ jump S ⟶ D ⟶ Jump S ⟶ D ⟶ air dash ⟶ S ⟶ D ⟶ 236P
2K ⟶ 2D ⟶ 236 HS ⟶ air dash ⟶ Close S ⟶ 2HS ⟶ 214P
2K ⟶ 2D ⟶ 236 HS ⟶ air dash ⟶ Close S ⟶ 2HS ⟶ super(236236S) ⟶ 214P
6HS ⟶ 214P
near corner after some damage 2HS ⟶ 214K ⟶ Close S ⟶ 2HS ⟶ 214P ⟶ charged D
ch 2HS ⟶ 214K ⟶ Close S ⟶ jump S ⟶ D ⟶ Jump S ⟶ D ⟶ air dash ⟶ S ⟶ D ⟶ 236P
Close S ⟶ 2S ⟶ 5HS ⟶ 214P
close S ⟶ 2HS ⟶ 214P
... ⟶ super(236236S) ⟶ 214P
charged D ⟶ Jump ⟶ HS ⟶ D ⟶ jump HS ⟶ D ⟶ HS ⟶ D ⟶ D
ch S ⟶ 214P / super(236236S)
Close S ⟶ 5HS ⟶ 214P ⟶ roman cancel(P+S+HS) ⟶ dash ⟶ close S ⟶ 2HS ⟶ 214P
(corner) close S ⟶ 2HS ⟶ 236 S ⟶ dash ⟶ close S ⟶ 2HS ⟶ 214P ⟶ charged D / super(236236S)
Thanks to the reach on Millia's j.S, she can bait YRC by jump cancelling c.S and counter hit with j.S on the way down. #GGST_MI pic.twitter.com/VYG3QyhEbT— Zach B (@zbeastly1) September 20, 2021
Figured out how to do some side switch mix off hair car, pretty happy with it#GGST_MI pic.twitter.com/DWLmHBd7v0— Mielfia (@Mielfia) September 20, 2021
Using wallsplat tech, Millia can extend the corner pressure with extra mixups. It's not a super huge buff like I-no who has the tools to maximize this concept, but still being useful, especially vs characters who win neutral 👑 #GGST_MI #P23MI pic.twitter.com/1vNIZveALs— ZK | Pochoclo23 🔮✨ (@Pochoclo23) September 15, 2021
This is a common situation since Millia's c.S reaches so high, few characters can jump or super jump out. And if they block, you're still mega plus and can continue pressure. For some reason 6H does optimal damage in regards to wall damage vs wall splat
If anyone knows a more optimal route on Ky than 250, please let us know.
AA c.S - 6H - Mirazh - c.S - 6H - Mirazh - c.S - 2H - miraz - Winger
Credit to Rokyuu for helping me lab. Follow his twitter https://twitter.com/Alecromel