While on the ground
An overhead attack.
This move can open up an opponent when they're crouch blocking.
Holding the button will strengthen the attack.
Homing jump
When Dust Attack (Hold) hits
You can chase after the opponent and follow up with an attack.
Pressing the attack button you used again will perform a unique finisher.
Sweep
+
While on the ground
A low attack.
This move can open up an opponent when they're stand blocking.
Gatling Combination
AIR OK
Attack buttons in a specific order
Air OK
You can perform a combo by using normal attacks in a certain order.
Throw
AIR OK
or+
Air OK
A move that has a very short range, but cannot be blocked.
You can't block an opponent while they are blocking an attack.
You can escape throws by inputting the throw command the instant you are thrown.
Stand blocking
While on the ground
Blocking while standing allows you to block the opponent's overhead attacks.
However, stand blocking cannot defend against low attacks or throws.
Crouch Blocking
While on the ground
Blocking while crouching allows you to block the opponent's low attacks.
However, crouch blocking cannot defend against overhead attacks or throws.
Air Blocking
AIR ONLY
or
Air only
In mid-air
Air blocking allows you to block all attacks except for throws.
Instant Block
AIR OK
or
Air OK
Right as the attack connects
Your character will flash white when you successfully Instant Block.
Instant Block gains more Tension Gauge than regular blocking, and you will not be knocked away from the opponent.
Faultless Defense
AIR OK
or+Hold 2 attack buttons except
Air OK
A more powerful way of blocking that consumes Tension Gauge.
Faultless Defense pushes the opponent farther away than regular blocking.
Roman Cancel
AIR OK
Press 3 attack buttons except
Air OK
Consumes 50% of your Tension Gauge.
Its function changes depending on what your character is doing when you use it.
Psych Burst
AIR OK
+Any attack button
Air OK
Consumes the entire Burst Gauge.
It can be used when blocking or taking damage as well, but its properties will change.
Command Normals
Command Normal 1
+
An attack with upper body invincibility.
It's a good way to stop the opponent's jump-ins as it works well against aerial attacks.
Command Normal 2
+
An overhead attack.
Though its startup is slow, this move can be canceled into any special attack.
This move can evade the opponent's low attack.
It also cannot be blocked while crouching.
Command Normal 3
+
A 2-hit attack performed with a leap.
Although the first hit is not an overhead, it can be canceled into an aerial special move.
Special Attacks
Bad Moon
AIR ONLY
+
Air only
In mid-air
Millia rapidly descends, performing an overhead attack.
It has a very fast startup, making it easy to use in combos mid-air.
It can also mix up a blocking opponent when used immediately after jumping, requiring them to change the direction they are blocking.
Turbo Fall
AIR ONLY
+
Air only
In mid-air
A special movement technique, allowing Millia to descend quickly. During the descent, the move can be canceled into any special attack.
It's possible to move to the other side of the opponent, creating a chance to mix up the opponent.
Tandem Top
+or
A projectile with a limited range.
The
version has a fast startup, making it easy to use in combos.
The
version has a longer startup, but knocks the opponent down on hit.
In addition, Millia can attack while the projectile is active.
It's extremely powerful when used on the opponent's wake up.
Iron Savior
+
A lunge attack where Millia moves forward, hitting low.
It knocks the opponent down on hit.
It's very useful as it lets you hit the opponent with a low from far away.
When used at the proper range, it is difficult for the opponent to punish.
Mirazh
+
Millia moves forward quickly.
This move can be canceled into any special attack during its motion.
She can move through the opponent, making it an excellent way to mix up a blocking opponent.
Lust Shaker
+repeatedly
A multi-hit barage of attacks.
Pressing the button multiple times increases the number of hits and the range.
It deals a fair amount of chip damage even when blocked by the opponent.
Kapel
AIR ONLY
+
Air only
In mid-air
Millia creates a projectile beneath her, flying up from the recoil.
After the animation, she can move in the air.
It's an excellent way to catch the opponent off guard by changing the timing of your jump-in.
Overdrives
Winger
+
A powerful lunge attack that sends Millia upward.
It has a fast startup and can be used in combos for big damage.
As the beginning of the attack is invincible, it can be used to interrupt the opponent's blockstrings.
It will also cause an Area Shift on hit in the corner.
Septem Voices
+
A strong, multi-hit projectile.
It's an excellent way to start you offense due to its fast startup and recovery.
It will also cause an Area Shift on hit in the corner.