Millia Tech Index

This is the web version of Robo-Millia's !tech command, serving as a collection of informative Millia tech tidbits.



[tkbm yrc os & burst os] Done from c.s, pretty difficult to do consistently , but game winning if you can considering how likely people are to yrc in guess for game situations against millia from a blocked c.s. Input a jump cancel in the hitstop - block then input badmoon, there's a few different ways of inputting this, the video is just one example. https://www.youtube.com/watch?v=DREMQ_E-FmE

[haircar safejump] safejump after haircar knockdowns https://www.youtube.com/watch?v=w8TGNGnjXdE

[c.h cs combo / wallcombo / c.s bnb combo] all combos should be universal, the c.h c.s midscreen combo is a little tricker on certain characters and works from ~ roundstart distance but it is universal. Corner combos are idealized situations since normally wall is damaged, but the rule of thumb is as many 6h as possible and break wall with 5d or super when appropriate https://youtu.be/ofqNLQWf_oc

[ anti air trade combo] most stable combo to go for if you trade on an anti air c.s, c.s into another c.s doesn't always pick up here but 5p is very stable, default to this option most of the time ( combo will vary depending on screen position) https://www.youtube.com/watch?v=6TmjzBGDKJI

[turbofall corner left/right mixup ] for crossup, tktf for sameside 8236k will beat all mashing, obviously doesn't safejump sameside goes into wallslump on hit so you can do slump -> unslump mix on hit crossup you can either do a combo or set another h disc quite ambiguous to see, hard to block and especially on not ideal pc connections, a little less safe than non meaty disc into non meaty disc options sets, but more reward on hit. https://www.youtube.com/watch?v=POLESVuJDFc

[ throw h disc mixup examples / throw mixup set] a basic spread of mixup options from throw h disc, all safejump initially first option is safejump j.h into fd cancel low 2k2d second option is safejump j.h ad j.k 2k2d third option is safejump j.h tktf 2k2d ( crosses up if they don't fd) not reversal safe but beats all mashing and throw fourth option is safejump j.h tf 2k2d ( sameside and can be gapless and reversal safe) https://youtu.be/PJIdcp8HpB0

[Millia Bullet, Turbofall fprc] Surprise technique to cover a large amount of space and approach the opponent from a hard to deal with angle with an air normal. Extremely difficult to anti air unless the opponent is looking for it. Must wait for turbo fall movement to begin to maintain the momentum. https://youtu.be/C2s0H9X3EHc

[Anti BackMegaFist (BMF) Mixup] Always beats back megafist Fwd megafist gets hit by everything or in rare instances can whiff in which case you just get dash cS ground starter Of note is that land 2K doesn't meaty back megafist so an OS/reaction backdash is important https://youtu.be/0o36PT6cogw

[ rat mix/ Crossup wallslump tf kapel] will get auto guarded if you try to go for same side, consistently gets blocked if the opponent walks towards midscreen, but a very useful knowledge check non the less. will cross up reversals and safe jump depending on screen position - not entirely consistently because there's a lot of factors. But its usually pretty safe because it crosses up their inputs so many characters will dp straight into the wall and miss you. https://www.youtube.com/watch?v=emQvzHLHfcY

[throw h disc oki] can be fuzzyguarded by fuzzyjumping from the opponent, there's some setups to try and target fuzzies, after the initial j.h you can try rotating between airdash j.pp airdash land 2k etc. Will still be reversal safe if input correctly. https://youtu.be/5daFleWFUoQ

[h disc grounded route / c.s 2h mcar routing] can be fuzzyguarded, but if they dont fuzzyguard its very strong and lets you loop h disc oki, partly a knowledge check though. https://youtu.be/N3mtu8NvTGs

[h disc bnb mix /bnb oki] https://www.youtube.com/watch?v=AhdT5DpRTck watch the video with subtitles enabled for sincethey add valuable context

[relaunch / staircase / rejump] the guide explains in detail how to do relaunch and common pitfalls. For heavies there's another more lenient route you can do where you replace the last j.s with a j.k. https://youtu.be/T4LuYiJDCVg

[c.s burst os & c.s yrc os] if you input a jump cancel in the hitstop between c.s(1) and c.s(2) you'll option select both bursts ( on hit) and yrc( on block) You input it by doing a jump cancel 9 input then back to 1 with both +k+h both held. This is done so you f.d in case they burst and you get better frame advantage on the airblocked burst which lets you get a stronger punish, and if they don't burst you still get the 2h and get a combo. There's different combos from all the different hits, on a baited burst, you go into relaunch , if they dont block yougo into the grounded c.s 2h mcar route. If they yrc you get the yrc punish in the clip, or continue into 2h. The yrc situation is a bit more niche and leads to a pretty bad blockstring. It mostly happens after super wallbreak and a run up meaty c.s against characters with no reversals. Zato and Happy chaos most notably, but is still worth going for sometimes. https://www.youtube.com/watch?v=-_vEJ_Pa0sc

[Saving a sour hit c.s with 2k] this happens sometimes if you mistime, or get a sourhit c.s catch on a backdash or some jumps, you can usually save it with 2k like this on reaction, not super easy to do consistently but if you look for it you'll get it. https://www.youtube.com/watch?v=wbvel5TduXY

[Kapel -> non meaty h disc ] Kapel combo into a non meaty disc. using kara haircar. J.h is a safejump. Cross will cross up reversals and most buttons. Anything else either loses to mash or has other problems and significant risks but can be worth going for anyways, like an empty low etc. Like essentially all other non meaty discs, is defendable with fuzzy-jump. https://www.youtube.com/watch?v=pY0AM7dtqLM

[f.s c.h roundstart] 5k is the most common route, but some characters need 2k like jacko & axl. Not universal, does not work on Bridget, gio, sin, happy chaos, ino, ky, chipp, and millia, drops in different places and different ways on all of them, some very early some at the very end. Can be done from the roundstart f.s 236s 214k 214p c.h os but is quite difficult to do. https://www.youtube.com/watch?v=etSwmpgmaZM