Guilty Gear X - FAQ - Millia Rage by Millenium Fault Ver 1.0 May 20 2001 --------------------------------- Copyright --------------------------------- Copyright (C) 2001 MilleniumFault Do not reproduce this document anywhere without the permission of the author. Guilty Gear X and all its characters and game is Copyright (C) of Sammy --------------------------------- Contents --------------------------------- 0. Updates 1. Introduction 2. Goods/Bads 3. Moves 4. Combos 5. Strategy 6. Animation 7. Ending Notes --------------------------------- Updates --------------------------------- Wait for 1.0X --------------------------------- Introduction --------------------------------- Information here is translated from Japanese version so whatever happens you have to change it back to the english move names or whatever. Height 169cm Weight 48kg Blood type B Birthday Unknown (Milia is an orphan) story of may can be found at official GGX site (www.guiltygearx.com) Milia is a character returning from GG, if there is one character thats all about attacking and combo and pressure, you're looking at the right FAQ. Many consider Millia to be a cheap character, I agree too, but let us understand the character so you can A> Use the character or B> find a way to defeat it. --------------------------------- Goods/Bads --------------------------------- The good - She is fast, only Chipp can match her speed - She has an exceptionally high priority on almost all of her moves - She has close to zero lag on most of her moves - She has some of the longest combos in the game - She has the double air dash (only other person that has it is Dizzy) Note: She doesn't have triple jump, so get it right. The bad - She doesn't have the best attack or defense in the game - Her supers leave something to be desired --------------------------------- Notation --------------------------------- I will use the Japanese notation for this FAQ In the arcades the order of the buttoms are K S HS P In some other arcades the order of the buttons are P K S HS (my arcade uses the latter, but I think the former is more common) P = punch k = kick S = slash HS = hard slash Special moves Roman cancel (RC) = 3 bottons pressed at the same time (will cancel most moves at once) Faultless Defense (sometimes called Fortress Defense) = guard+2 buttons Recovery (Makes you recover from down status when in air) = 2 buttons Destroy prepare = all 4 buttons (puts you into 'destroy mode' Sweep = Down + HS + S Dustattack (DS) = HS + S (high attack, cannot be blocked low) The joystick layout is as follows, assuming you are on the right 789 4 6 123 This is convineient so you can look at your num pad and see what its like. Hard to get used to but I found it useful ex: down, down-forward, forward is noted as 236 --------------------------------- Moves --------------------------------- Lust Shaker Tap S repeatingly RC - yes She swings her hair rapidly in front of her. Due to the slow startup and the actually usefulness except to end combos, this is a rare move. Tandem Top 236 + S or HS RC - no Millia spins around and a green disc shaped object appears around her and stays for a while. For the HS version it stays longer, sends opponent flying if hits. This is one of the most useful moves of Millia, use the HS version everytime the opponent hits ground while he/she is down, when he/she comes back up, he/she can only block or use a super with invincibility time. Good pressure keeping tool. Bad Moon (While in air) 236 + P RC - yes Millia turns into a moon shaped object and comes crashing down, until she lands. A combo move, can be used to start or to connect a combo. Note that this move does not end until she hits ground so don't pull this off if you don't at least have a 90% chance of hitting the opponent, if the opponent blocks this Millia will jump backwards. Foward Rolling 214 + k RC - no Millia rolls towards the opponent on the ground, goes about 1/2 way across the screen. Note that Millia will pass through the opponent, but she is not completely incinvible. Attacks will hit. There is a small frame of time where Millia is unable to block or attack while she stands up, so note that. Iron Saviour 236 + p RC - yes Millia's hair changes into a sabre and glides towards her opponent. The speed she has is good for a surprise and also note that this move must be blocked crouching. Millia doesn't stop till she hits something (opponent or edge of screen). Use this once in a while, but not too much, cause it can bring severe punishment if your opponent catches you using it. High-speed landing (while in air) 236 + k RC - no Millia dashes to the ground at around 45 degree and lands. She will pass through opponents but is not completely invincible. Secret Garden 236 + HS >> Direction + HS (change direction) RC - no Millia takes a deep breath and a sphere appears above her head. Then the sphere will travel towards the opponent, followed by the directions you enter. Note that there is only a small frame of time after you enter the comand for you to enter directions (before the sphere starts to fly). Special Moves: 6 + p Millia turns around and her hair turns into a flower shapped object and attacks with it. This is another combo move, but also note that it gives her top body invincibility so you can use this to start a combo as well! 3 + K Millia makes a kartwheel, similar to her jump K. Note that this move gives Milia lower body invincibility so u can use this againt characters that continually use crouching kicks to start a combo. 6 + HS Millia takes a hard hit with her hair towards the ground in front of her. This move has some lag to it so becareful when using it. It servers as a good damage in terms of OTG after a combo, but can also stop an opponent dead since an opponent hit will always be knocked down. Supers: Winger 2141236 + H RC - yes Millia first changes into a bird, dashes into the air (straight up), then crashes down at a 45 degree angle downwards and lands. Good for anti-air, can also use in combo, but note that if opponent blocks this her lag gives the opponent plenty of time to punish you. When she starts the move she has an instant of invincibility. Emerald Rain 236236 + S RC - no Millia sends 3 disc shaped objects the size of her Tandem Top flying towards the opponent (like Mai's super in KOF). Note that the opponent will be sent flying and not given a chance to recover after this move. (Which means combo time ^^) Destroy Move Iron Maiden 236236 + HS Millia bends down and inserts her hair into the ground (!!!!), then strands of hair appear under the opponent and shreads him/her to pieces. --------------------------------- Combos --------------------------------- Remember! the numbers represent direction of joystick. Look at your num pad if your stuck. 789 4 6 >> forward 123 This is only some of it... The Gatling combinations can be changed a bit and tossed around so experiment abit. RC = Roman Cancel DA = Dust attack Note1: Millia is all about air combos, if you want ground combos, try somewhere else. Note2: DO NOT MASH. If you mash, many of these combos will not work and the opponent will get a chance to recover. See when is the best time to insert the command, then punch it in one at a time. Basic Combos (For the Beginner): Here's what you start with before you go in deeper. Opponent is down > 2K > Tandem Top --- Keeps opponent under pressure after any combo. 2K > (add more 2Ks as needed) > crouching S+HS > Secret Garden/Tandem Top --- A rather simple but effective combo since the opponent ends up in a situation where they are kept under pressure. If you're not sure how to use secret Garden stick with Tandem Top 2K > 2HS > Jump Cancel > P > S > HS (1 hit) > Bad Moon --- Millia's Basic combo. (I will now note Jump cancel as JC) DO NOT cancel the P > S > HS because Millia will completely ignor your S and then the combo will not connect. 2K > 2K > 2HS > Highjump Cancel > K > P > K > S > HS (2 Hit) > Bad Moon --- Millia's Basic combo #2, this time it is a high jump combo. Note: To get into the advanced combos, you must first get these two right. (I will now note High Jump Cancel as HJC) Like Combo #1, time the hits correctly, don't be rushed. 2K > 6P > Emerald Rain --- Millia's Basic combo #3, this time it involves a super. DA > S > S > S > P > K > Jump Cancel > P > K > P > K > S > HS > Bad Moon If you've got these combos right, you can now try these: Advanced Combos (For the advanced): This is where people start yelling at Millia. 2K > 2HS > JC > P > S > HS (1 hit) > Bad Moon > K > Close S > JC > P > S > HS (1 hit) > Bad Moon > RC > JC > P > S > HS (1 hit) > Bad Moon > K > Close S > JC > P > S > HS > HS (1 hit) > Bad Moon > RC > JC > P > S > HS (1 hit) > Bad Moon > K > Close S > JC > P > S > HS (1 hit) > Bad Moon > 2K > Tandem Top --- Millia's Crazy Basic Combo #1. Note that this doesn't work against heavy characters. Everything gets really hard after the 1st RC so if you can get there you're already quite good (the rest of the combo isn't about damage any more, just makes opponent feint quicker.) Note that you can start this even if opponent is not cornered, but you have to becareful of directions. Also note that you have to be very close to the opponent when you start this combo, so you cannot have more than 1 2K at the beginning. Note about the K > S after Bad Moon: You have to enter the K right after the bad moon ends and you can move. If you mash it, the K will come out late, and the opponent will recover, this is really a timing problem so get it right (That is why no mashing) 2K > 2K > 2HS > HJC > K > P > K > S > HS (NOTE) > Bad Moon > K > K > HJC > K > P > K > K > S > HS > Bad Moon > 2K > Tandem Top --- Millia's Crazy Basic Combo #2. Note that this one is far more easy to pull of. The Note after the HS is as follows: Cancel the HS for the Bad moon depending on the opponent's character. For some characters you need to cancel right after the first hit and for some you need to cancel after 2 hits. (Generally light characters cancel after 1 hit and heavy characters cancel after 2 hits) You can start this combo anywhere. If you can't get into the second loop, try the next one. (From now on I will only say HJC > ... or JC > ..., you know what to do ^^) 2K > 2K > 2HS > HJC > K > P > K > S > HS > 6P > 2HS > HJC >... --- A variation to the Crazy Basic Combo #2. (Both in air) HS > Bad Moon > K > K > HJC >... --- Air VS Air combo. Remember to cancel the HS depending on the character, the HS > 6P here as well. Throw > Dash * > 2HS > HJC/JC >... --- Yes! You can start the combo even after a throw! Match that. The * after the dash reperesnts a move. Either its a 6P, 2P, or 2K. 6P works for most light characters, and 2K works for most heavy characters (acutally they both work for most characters, but it's harder to connect), and 2P works for Ky and Testament. (Millia's Crazy Basic Combo #3) 2K > 6P > Emerald Rain > K > K > HJC >... --- Emerald Rain air combo. Since it involves a super the damage is really good ^^. Note that you have to do the HJC quickly and start the air combo because the opponent does have a small frame of time to recover. (If you're quick enough the opponent won't be able to recover). Bad Moon > K > K > HJC >... --- Bad moon beginning to the combo. Note that for Johnny you must use BM > 2K > 2HS > HJC Tandem Top > K > K > HJC >... --- This is what to do when an opponent gets back up and eats one of your tops. Usually after 2 air combos the opponent will feint, here's what to do: Combo > Tandem Top > (Top Hits) 6HS > Emerald Rain > 6P > 2HS > HJC >... --- Damage is amazing! Note that you must have the Tandem Top sitting there while the opponent is down, or else it won't work. After the Emerald Rain, it is hard to connect the rest of the combo, but try your best ^^. Note: This combo only works when opponent feints because the 6HS needs to hit the opponent at the same time the Tandem hits (go figure why you can't do that while opponent isn't feinted) Here's a little teaser: 2K > 6P > S > S > Emerald Rain > 6P > 2HS > Winger --- Note that the damamge is about the same as the normal Emerald Rain combo, but it does look a lot better, use this to finish an opponent, but remember it takes 100% of your tension bar. --------------------------------- Strategy --------------------------------- Two words: KEEP PRESSURING. Millia is all about attack and pressure. Keep your opponent on the defence and you will win. Starting with a roll > throw is a good surprise and usually does catch the opponent off guard, you can also start with a 6HS to get right into attack mode. Mix in Bad moons, 2Ks, Jumping HSs, Throws to start your air combos. Remember to lay down a Tandem Top everytime you end a combo. The key is to keep the opponent guessing how you will start a combo (since after you start one the rest is pretty much the same). Remember to use your Faultless Defense since Millia does have a week body. Becareful of opponents that have an invincible move because they can catch you by surprise after you lay down a tandem top. Another thing is to really get practice on the combos. I've lost so many times because I could not finish a combo properly. Millia's jumping HS has a very high priority, so remember to use this often, and since it doesn't have the lag after Bad Moon, this is slightly a better move, especially against opponents that know how to block. You might want to try a few 2Ks, and if opponent blocks walk right up and throw him, a good way of catching your opponent off guard and starting a combo. It's really easy to get into the habbit of playing Millia like a computer program, if this does work, do that, if that does work do this, but they key is to play Millia like a HUMAN. I've tried the first way and against stronger opponents, they read your mind like some telepath and beat the crap out of you. Note that Millia is quite an overpowered character for beginners, but if you play on, you will realize that she is not exactly that unstoppable ^^. The key to fight against Millia is to Block. (You won't believe how many people think they have a higher priority and then stare in agony as their character gets beaten up.) Counter when necissary, remember that Millia does have a low defense so it is easy to catch up on life. Characters to beware of: Baiken The Anti-pressure character, the throw works very well on this character. You might want to move around a bit to fight this one. Chipp Chip is faster than you. So it's basically a race, you have triple dash, and so does Chipp (No? what about jump > dash > blade?) Since both of you have the same attack and defense capabilities, it's up to who catches the other off guard most. Do not use any long lagging moves against Chipp. Milia Rage The mirror match is always tough, but especially against Millia. This is a game of hide and seek, who gets a combo in first, and who is more familiar with the combos. Dizzy This is a race to make the other feint first. Honest. Because Dizzy has so much power in each of her attacks, one of her combos will count for 1 1/2 of yours. Since Dizzy also has a more versatile jump than you (3x jump 2x dash), you will need to find a way to catch up. To avoid her laser super, try jump > dash > dash > hi-speed landing to get behind her. *more to come later* --------------------------------- Ending Notes --------------------------------- Thanks to : Albany Y - Your Johnny is such a good opponent... but no match for Millia (yet) Ricky - Although your Baiken sucks you provided a lot of laghter hahahahaha... Joe - Racing with Chipp is always fun ^^ Ki - KOF style Jam... this is incredible ^_^ GameFAQs.com - for posting this Japanese - their webpages provided a lot of information, and yes, the Japanese have been playing since half a year before the US release... and where I live (Hong Kong), there are only a few GGX machines left... sigh. Notes about Heavy Characters: They are as follows: Potemkin, Johnny, Jam (yes, for some unknown reason), Anji are the major 4. Some others are heavy for some combos and light for others. Any comments, inqueries, suggestions go to me. superlaw@hknet.com (If someone can teach me how to use Faultless Defense Cancel that would be great, I still don't get the concept) Send in stuff so we can talk about GGX together!