Millia by RBatiste

Version: 1.0 | Updated: 03/20/03 | Printable Version

Millia-Rage (for Newbies)
--Version 1.0--

Table of Contents
1. Intro to FAQ
2. Intro to Millia
3. Legend
4. GGXX Gameplay
5. Normal Attacks
6. Special Moves
7. Overdrives/Instant Kill
8. False Roman Cancels
9. Combos
10. Strategies
11. Copyright/Acknowledgements


*FAQ History
(3/20/03) 1.0 - FAQ is up

*Why this FAQ is created?
This FAQ is created for the growing legion GGXX players across the land.  
This FAQ helps people completely new the series understand some of the 
basics of this game and this character from a fellow newbie to the 
series, namely myself. (Although I've played GGX just a little)


Millia is one of those characters that needs to be in the opponent's 
face to have any chance at winning since she doesn't really have a 
long-distance game.  However, she has a lot of useful attacks and 
tactics to get out of certain jams and create situations where she can 
do some damage.  Hopefully this FAQ will help show these as best as 


*Joystick / Control Pad
u - up
d - down
f - forward
b -back
df - down forward
db - down back
QCF- quarter circle forward (d, df, f)
QCB - quarter circle backward (d, db, b)
HCF - half circle forward (b, db, d, df, f)
HCB - half circle backward (f, df, d, db, b)
QCF x 2 - quarter circle forward twice (d, df, f, d, df ,f)

*Attack Buttons
P - Punch
K - Kick
S - Slash
HS - Heavy Slash
D - Dust

*Combo Legend
f. - forward (hold joystick/pad forward)
c. - crouching (hold joystick/pad down)
j. - jumping (while in midair)
^ - jump
xx - cancel (you can input the command of a move immediately after 
previous attack)

Example Combo:P-P-S-c.HS xx Winger
This means you press P, then P, then S, then while holding the 
joystick/pad down press HS, then quickly input the command for Winger.


This will give you a quick briefing of the play style of this game.  
If you want a more in-depth description of the basics, I'd suggest 
taking a look at EChang's General FAQ at

*Tension Meter
This is the most important feature of the game.  Nearly every thing you 
can do in this game revolves around this meter located on the bottom of 
the screen.  The meter is built by attacking, getting attacked, and 
moving towards the opponent.  There is a penalty for moving away from 
the opponent, or sitting around in one place.  You will receive a Danger 
notice if you are playing too defensively, and if you continue to play 
that way, you will receive a Negative Penalty, which will lead to your 
meter draining back to zero and for ten seconds, your meter will build 
slower and you will be dizzied much more easily.

*Faultless Defense
This is done by blocking (b or db) and pressing either P+K or S+HS.  You 
will see a green sphere surround the character and they will be able to 
take zero chipping damage from all specials and overdrives and the cost 
of your tension meter.  Also, the character will be pushed out of range 
of attacks more easily than a normal block.

*Dead Angle Attacks
These are universal counter-attacks for characters in the game.  It is 
done by blocking (b or db), D, & two attack buttons. (Example: b+D+P+K)
They use 50% of your tension.

*Roman Cancels
These are done by pressing any three attack buttons out of P, K, S, & HS 
and require 50% tension.  You can use these after any attack that 
connects to the opponent (even if it's blocked).  When you do this, you 
will see a red sphere flash from the character, and any attack you do 
will be canceled and you will return to your neutral state.  This can be 
used to setup combos, or save yourself from an attack with a huge lag.

*False Roman Cancels
New to the world of Guilty Gear.  These operate the same as a Roman 
Cancel except that they can only be done with certain attacks and the 
time where you have to do this VERY strict. (anywhere from 2-6 frames of 
animation)  If you do perform this, you will see a blue sphere flash 
from the character and will only drain 25% tension.

These are your basic super moves.  They require 50% tension to use and 
are unique to each and every character.

*Instant Kills
The trademark of the series, these are activated by pressing all four 
attack buttons. (P, K, S, HS)  Once you do this, you will go into a 
startup animation where the screen will darken and red light will 
surround the character.  The tension meter will then become an attack 
meter.  How long the meter is depends on how much tension you built 
before going into IK Mode.  You then have until the attack meter runs 
out to perform the Instant Kill move, which is done by QCF x 2 + HS.  
If your attack connects, the opponent will lose no matter how much life 
they have left.  But if you miss, or the attack meter runs out, your 
tension meter will be gone for the rest of the round, thus you will be 
unable use Faultless Defense, Overdrives, Dead Angle Attacks, Roman 
Cancels, and False Roman Cancels for the remainer of the round.  Also 
note, you can press all four buttons during IK Mode to return to your 
normal tension meter, but your tension meter will return back to zero.  
Like Overdires, IKs are unique to each character.

*Burst Gauge
Is located underneath the life gauge of the character.  New to the GG 
series.  When the burst meter is full you are able to do two things

(Combo Breaker / Blue)-When your opponent attacks you, you can use the 
burst and this immediately knock the opponent away, ending any combo 
they had you in.  This can be used against any attack except overdrives.

(Tension Filler / Gold)-When you use this any other time, if you hit the 
opponent, your tension meter will automatically be filled to 100%.

Note, the state of the Burst gauge carries over each round in the match, 
meaning if it's only half-full at the end of Round 1, it will be still 
half-full at the beginning of Round 2.

*Guard Gauge
This pretty much shows the damage you will take from opponent attacks.  
It is located under the life gauge and always starts out halfway filled.  
When you take attacks, the meter will decrease, while when you block, 
your meter will increase.  When your meter is more empty, you'll take 
less damage. (mainly for combos)  But when your meter is more full, your 
take more damage.  Also, when your meter is near full, it will begin to 
flash, making them easier to dizzy and every hit will become a Counter 

New to Guilty Gear.  Each character has certain moves that will cause 
the opponent to go into a 'mini-dizzy' state if they are hit with a 
Counter Hit.  You will know your staggered if you see a joystick icon 
appear above the character.  To get out of this, you can either shake 
the joystick/control pad quickly or mash the buttons.

*Dust Attacks
There are three functions to the Dust button
(Standing)-If you connect with this, this will launch your opponent into 
the air and by pressing up, you can chase after them for an air combo.  
The background will change into a bright orange when you chase them.  
These attacks are very slow, and will not launch an opponent that's 
already in midair, but they can only be blocked high.
(Jumping)-These attacks cause an automatic knockdown in midair.
(Crouching)-A sweep that can only be blocked low.  Will cause a 
knockdown if it connects.


***To come in the next update!***


(please refer to legend section)

*Tandem Top - QCF + S or HS

Millia triwls around a froms a green disc around her.  The range of this 
attack isn't great, but will cause a knockdown/wall bounce if it 
connects.  The S version comes out very quickly and can be used in 
combos.  The HS version comes out after a second after Millia twirls 
around.  This is good to use from a long distance against opponents who 
blindly rushdown, and can be used to keep a knocked-down opponent in 
check before getting up.  However, if Millia is attacked is attacked in 
mid-twirl in the HS version, the disc will not form.  Millia is open to 
high attacks in both versions.

*Lust Shaker - QCB + S or S repeatedly

Millia sticks out her hair in front of her and stabs repeatedly.  It's 
range is okay, but it does major damage when you can add on a lot of 
hits.  This is Millia's best move not only for it's damage and 
comboability, but it help build your tension meter quickly.  Millia is 
roughly safe during this move as long as the move is canceled quickly 
enough.  However, this move can be countered with a Burst.

*Bad Moon - (air only) QCF + P

Millia turns into a huge twirling half-moon.  This move comes out 
relatively quick, will cause multiple hits, and a knockdown.  Should be 
used to end a alot of air combos.  However, if you miss the opponent, or 
the attack is blocked, Millia is left open to attack.

*Kousoku Rakka - (air only) QCF + K

Millia quickly returns to the ground at an angle.  This tatic can be 
used to escape an opponent that is chasing you in the air or confuse or 
catch an opponent off guard. This move should not be ignored since it's 
get for playing mind games.

*Zenten - QCB + K

Millia rolls forward at about a 1/3 screen distance.  Yet another 
necessary tactic to Millia's arsenal.  When she rolls, she will avoid 
all high and mid-level attacks, and if she is close enough to the 
opponent she will roll to the other side of them.  I wouldn't suggest 
using this to get closer to the opponent, since Millia will not be able 
to attack or defend for a spilt-second, making you open to attack.  
Instead, use the to get behind the opponent.  Once there you can either 
set them up with a combo, use her throw (f or b + HS close to opponent) 
a then do an OTG combo (explained later).

*Iron Sabre - QCB + P

Millia rides her hair like a longboard with a point at the end and 
travels the full screen.  The range and speed of this attack is amazing 
and will cause a knockdown if it connects.  However the move does have a 
startup delay, making it useless in combos.  This move is slightly safe 
if blocked since the lag isn't too bad.  This move can also be used 
after knocking down the opponent, but there will be a huge damage 

*Silent Force - (air only) QCB + S

Millia shoots out a golden dagger at a 45 degree angle.  This is a great 
projectile.  There's no startup or lag delays and the projectile comes 
out extremely fast.  However, there's a catch to this attack.  Once your 
do this attack, you'll notice that the dagger will be standing still on 
the ground.  While the dagger remains on the ground, you will be unable 
to do this move again.  To pick it back up, stand over the dagger and 
then press down on the joystick/control pad.  This move will also cause 
a stagger in a counter hit.

*Sercet Garden - QCB + HS (then any direction + HS)

Millia will face the screen with her arms extended in concentration, and 
then a second later, a huge orb will appear above her and travel forward 
a small distance.  This is the trickiest attack in her arsenal.  During 
the time she is summoning the orb, she is completely open to attacks, 
and if she is hit before the orb appears, then the orb will never appear.
However, during the time she is summoning the orb, you can press a 
direction on the joystick/control pad along with HS and you'll hear a 
clanging noise.  This means that you are setting a path for orb after 
it's summoned.  For example if you press down+HS, then the orb will 
travel forward, then downward.  During the summoning, you can press the 
direction+HS numerous times, setting up a long path for the orb to 
travel.  But as mentioned earlier, because there is so much danger in 
setting this move up, you may be better off not using it.  (You can try 
do this after a HS version Tandem Top, but it doesn't guarantee total 


*Emerald Rain - QCF x 2 + S

Millia will from three discs similiar to Tandem Top, except these discs 
will flyout horizontally.  A nice Overdrive, does decent damage and easy 
to combo.  However it does have its flaws.  For one thing you must 
either be very close to your opponent or near a wall (wall bounce) to 
make sure all three discs hit.  If not, there's a chance that only one 
or two of the discs will connect.  There should be no reason to use this 
attack outside of combos since chipping damage can be nullified by 
Faultless Defense.

*Winger - QCB, HCF + HS

Millia will spreads her hair like a huge wing, then flies straight up 
into the air before coming back down at a steep angle.  This is Millia's 
best attack IMO.  Learning how to combo this is a must since the damage 
is massive.  The damage increases greatly depending on how many hits you 
get when Millia's on the way up.  Also when she's on the way down, 
Winger can only be blocked high, but like Emerald Rain there should be 
no reason to use them outside of combos.

*Iron Maiden - P+K+S+HS then QCF x 2 + HS in Instant Kill Mode

She sends her hair to the ground and then a beam of light will appear 
around the opponent, which will soon shoot out strands of hair from the 
ground up.  If it connects, two large strands will cross the middle of 
the screen follow by the message 'DESTROYED'!  As far as IKs go in this 
game, Millia's ranks pretty low.  It can be seen from a mile away and it 
can be blocked without a Faultless Defense.  The only way you'll catch 
some in this is if they pull a move with HUGE lag time, for are just 
plain careless.


*Tandem Top (HS) - 3 frame window 14 frames after movement; before disc appears.
I've yet to find a significant use for this FRC.  All this does is 
reduce the startup time.

*Iron Sabre - 6 frame window 6 frames after hair sword forms
Again, haven't found a real use for it, other than using it as a fakeout.


Here are some essential combos that are needed to win with Millia.  If 
any of you other Millia players know of any good combos with her that 
aren't already listed, feel free to email me and let me know.

BASIC COMBOS -- (No Tension Required)

1. P-K-S-HS  (Basic combo chain, can also follow HS with c.D)

2. c.P-c.P-c.S-Tandem Top (S)

3. S-c.S-Lust Shaker

4. f.HS-Iron Sabre

5. P-P-c.S-Lust Shaker

6. f.P-S-HS-Tandem Top (S)  (f.P must only hit once)

7. Tandem Top (HS)-P-P-S-Lust Shaker 
(If opponent is close enough and attacks are timed properly, disc will 
hit after second punch)

8. c.HS ^ j.P-j.P-j.HS (land) Iron Sabre
(After c.HS, cancel with a jump. You should land the same time your 
opponent does after j.HS)

9. c.HS ^ j.P-j.P-j.HS xx Bad Moon 
(After c.HS, cancel with a jump.  Do the Bad Moon after first or second 
hit of j.HS)

TENSION COMBOS -- (50% Tension Required)

1. S xx Winger

2. c.HS xx Winger

3. P-P-S-c.HS xx Winger

4. Tandem Top (HS)-P-P-S-c.HS xx Winger
(If opponent is close enough and attacks are timed properly, disc will 
hit after second punch)

5. (near corner) c.P-c.P-c.S xx Emerald Rain
(The Wall Bounce should make sure that all three discs hit)

6. (near corner) c.P-c.P-c.S-Tandem Top(S)-Emerald Rain
(Wall Bounce after connecting with Tandem Top)

7. (near corner) S-c.S xx Emerald Rain

OTG COMBOS -- (Off the Ground, can only be done once the opponent is 
knocked down)

1. c.K-S-[S or HS]-[Tandem Top (S) or Lust Shaker]
(Tandem Top or Lust Shaker can only be done near corner)

2. c.K-K-K-K-S-HS

3. (near corner) c.S xx Tandem Top (S)

4. (near corner) c.S xx Emerald Rain
(NOT RECOMMENDED-otg combos have serious damage decrease)


1. D ^ j.S-j.S-j.P-j.K-j.P-j.K-j.S-j.HS xx BadMoon
(The two j.S must be done quickly thru jump cancels, hold up while 
pressing S)


***Coming Soon***


This FAQ is Copyright 2003 Ronald Batiste (aka Who Cares? and Nunya 
Business)  In no way can you copy or sell my FAQ without my knowing.  
If you wish to contact me, you can e-mail me at <>

Thanks to Gamefaqs for housing such information <>

Thanks to Sammy & Arc System for creating this great game, keeping 2D 
fighting alive.