Overview
Millia zones opponents using strong projectiles and movement options.
- Desperation Abuse: Millia is THE best character at abusing infinite supers in the game. Iron Maiden spam is extremely difficult for most characters to contest and does a huge amount of damage even on block. Killing Millia without letting her get into Desperation is almost necessary.
- Oppressive Zoning: Millia's Living Lancer is easily one of if not the best projectile in the game. Add in Tandem Top and Iron Maiden and she becomes near unapproachable.
- Flexible Movement Options: Having 2 full airdashes, a fast walk and dash, and Forward Roll, Millia is highly mobile.
- Strong Normals: Many of Millia's normals are not only fast but also long range and disjointed, notable examples being her f.S and j.S. On top of that she has one of the better IKs in the game with a 3F startup.
- Powerful Anti-Airs: In a game where few characters have good anti-air options, Millia has her 6P, an absurdly active upwards punch, and 2H, a fast and ridiculously disjointed upwards swipe. Both of these are air unblockable too.
- Solid Mixups: While not on the same level as her later iterations, Millia can mixup with her 5H overhead, many lows, j.H instant overhead, Living Lancer left rights, tick throws, and incredible IK to force the opponent to open up.
- Difficult CC Infinite: Millia's CC infinite has a lot less range than other characters' infinites. While it is possible to convert into it from longer ranges, it requires an incredibly difficult combo route that is easily dropped. Alternative infinites suffer from the same issues or are situational.
- Weak Guard Cancels: None of Millia's specials are particularly good for guard cancels, and even her best option, Forward Roll, can be punished if read by the opponent or when used poorly.
Normals
- Damage
- A quantification of how a character's health bar is reduced when they are hit.
- Guard
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Low
- Guarded against while crouching
- Mid
- Guarded against in either the crouching or standing state, but not while airborne
- High
- Guarded against in the standing state
- All
- Guarded against while crouching, standing, or while airborne
- Throw
- Cannot be guarded against, but only applies to grounded opponents
- Unblockable
- Cannot be guarded against
- Startup
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- Active
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- Recovery
- The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
- On-Block
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- On-Hit
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Invuln
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3 | All | 6 | 4 | 9 | -5 | +2 | none |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | All | 8 | 8(8)3 | 9 | -20 | -14 | none |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | All | 8 | 8 | 11 | -9 | +2 | none |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
8 | All | 8 | 4 | 23 | -17 | -6 | none |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Overhead | 16 | 11 | 13 | -11 | +6 | none |
Fierce Strike
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Mid | 6 | 17 | 7 | -16 | -13 | none |
Fast and ridiculously active anti-air. Still has active frames while she appears to be in recovery. Launches opponents high up even on grounded hit, allowing it to be immediately teched, albeit in a disadvantageous position Disjointed enough that even against the more absurd jump ins like Ky j.S, it'll clash at worst. When jump canceled it can combo into her air buttons thanks to how fast they are, even if the opponent techs.
- Air unblockable
2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3 | Low | 3 | 11 | 5 | -5 | +2 | none |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Low | 5 | 3 | 13 | -6 | +5 | 3 |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 9 | 4 | 14 | -7 | +4 | none |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Mid | 4 | 9 | 11 | -10 | +7 | none |
Incredibly fast and disjointed normal that works primarily as an incredible anti-air. It'll beat everything but the most disjointed aerials. It's her main CC infinite combo tool as it's fast while inflicting high hitstun, but it's lack of range makes hers a bit more challenging. Additionally, it's a 4F button making it her fastest normal, giving it occasional use for abare. Anti-air hitbox comes out frame 8.
- Air unblockable
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3 | Overhead | 7 | 4 | 9 | none |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7x2 | Overhead | 4 | 4,4 | 11 | none |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | Overhead | 1 | 2(5)3 | 9 | none |
Millia's best air normal and one of the best in the game. Gigantic disjointed air normal that's great at both landing and air to air. It's so disjointed in fact that there's no anti-air it can't clash with if timed right. For some bizarre reason it's first two frames have a tiny hitbox. This is more useful than it initially seems as it makes j.S impossible to beat in a clash as well as give it use as a reaction air to air, although j.H is better in that respect. Overall though, there's almost never a bad time to be using j.S. Can IOH a few chars but stick to j.H for that.
- Main hitbox comes out frame 8
- Both the small hitbox and the big one can hit on grounded opponents, but only one will hit air opponents.
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | Overhead | 1 | 27 | 0 | none |
Instant downward angled aerial with no recovery, yet still niche in use compared to j.S. Does have a hitbox for the entire duration but it's small enough that Millia is still open to anti-airs. Hurting it further is that it has consistency issues comboing into itself, often dropping partway through. It's primary uses come in using it as a reaction air to air should the opponent try to meet her there, and more importantly as an IOH. Since it's so fast and has a decent angle it can hit some characters crouching when done as early as possible from a jump. This makes it a solid mixup tool in the matchups where it works.
Can be used against the following characters when crouching:
Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 1 | 8(4)8(4)13 | 0 | -16 | +70 | none |
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | Throw | N/A | none |
Dash Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | All | 23 |
Instant Kill
Bug Bite
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | All | 3 | 6 | 7 | N/A | N/A | Above Knees 1~3,5~8 |
Specials
Living Lancer
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Living Lancer Lv1 | 14 | All | 30 | none | ||||
Living Lancer Lv2 | 22 | All | 29 | none | ||||
Living Lancer Lv3 | 33 | All | 28 | none |
A slow-to-start projectile that pollutes the screen once established, and can be special canceled at any point in its animation for safety.
The projectile will go about half of the screen before stopping and staying in place. It will spin and linger as an active hitbox for a little while before disappearing, from which you can launch it again using Hungry Bee. This move is key to Millia's gameplan and can be very oppressive. At any point during the move, it can be special canceled, most often with a second Living Lancer, Living Lancer (High), Tandem Top, and Charge. This is incredibly powerful, as it lets you quickly place two projectiles on the screen with no recovery. Higher charge levels increase the hitbox size, damage, and hitstun of the move. Additionally, the Level 3 version will destroy all projectiles except for other Level 3 projectiles like Ky's Level 3 Stun Edge.
Living Lancer doesn't disappear when Millia is hit or while she's blocking, meaning even in the incredibly rare circumstance the opponent gets past it and puts her on the defensive, she can use Hungry Bee to punish the opponent. It can even combo break.
- Max of 2 Living Lancers on screen at once.
- The entire duration of the move is special cancelable.
- Projectiles disappear after 75 frames.
- Level 3 does 8 more frames of hitstun.
Living Lancer (High)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Living Lancer (High) Lv1 | 14 | All | 30 | none | ||||
Living Lancer (High) Lv2 | 22 | All | 29 | none | ||||
Living Lancer (High) Lv3 | 33 | All | 28 | none |
Hungry Bee
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
After launching a Living Lancer, if it doesn't hit an opponent, it will float in the air while spinning. During this time, hitting S in any direction will launch the Living Lancer in the direction you input. This is very powerful for zoning and applying pressure from a distance, and can even be used to snipe opponents in the air. This can be done out of any state, even hitstun.
- If there are two Living Lancers out, then Hungry Bee will activate on whichever you launched first.
Tandem Top
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | All | 14 | 15 | 15 | -17 | -20 | none |
While at an initial glance you may look at Tandem Top in this game and assume a longstanding lynchpin of okizeme would be bad or useless in a game that has no "true" oki scenarios, and for that aspect you'd mostly be right. Instead, Tandem Top is an excellent space control tool that combines the neutral/combo aspect of S disc and the lingering active projectile of H disc to create an obnoxious, multi-purpose special move that's almost never bad to use. Oops!
All of the hitboxes on Tandem Top are absolutely gigantic, and they anti-air with ease at virtually any stage of the animation. Expanding Millia's hurtbox little if at all, they're also able to counterpoke almost anything the opponent throws at her, and due to being a projectile, will also win or go neutral against fireballs. While not the fastest attack on display, due to this safety and Millia's ease of creating space with the opponent & holding that space very strongly, Tandem Top is a great way to get some breathing room so your stonewalling of the opponent can get started.
On hit, the attack launches, though it generally pushes the opponent to the other end of the screen, which is a position almost always favorable for Millia, also doubling as a way of making it typically safe despite the launch. It's very difficult for many characters to get around or properly contest Tandem Top when both players are on even footing in neutral, and this isn't even her best zoning tool by any stretch. It can also see use as a damage cash-out if you're too far to start an infinite.
- The projectile lasts 47 frames.
Lust Shaker
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7xN | All | 1 | 0 | none |
Forward Roll
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
N/A | N/A | N/A | N/A | Low Profile 1~11,15~21 Very Low Profile 11~15 |
Low profile movement option with low recovery. Goes about half the screen. While it can low profile many moves, it will get beaten by active and low hitting moves. Can go behind opponents for some crossups or to bait a guard cancel. Also has use in niche infinites.
It's also going to be her main guard cancel special, as none of her other options are fast or otherwise good defensively. When used like this, the pushback of the normal that was GCed is still applied, meaning you might end up next to the opponent and punishable. Forward Roll also has the tendency to get caught by some multihits and autopiloted gatling strings, so try to be cautious of when you use it in a pressure string.
Fortunately, Millia also has her 1f Dust to get out of pressure, behaving favorably on trade and giving you a fullscreen reset if it hits naturally. Forward Roll can be done during blockstun, however, giving both their own use.
- In standing recovery for 2 frames
Supers
Iron Maiden
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1,11x5 | Unblockable,All | 4 | 4 | 134 | Strike 1~3 Low Profile 51~129 |
Millia creates 5 level 3 Living Lancers that float for a little before homing in on the opponent's position. Has a small close range hitbox up close that can hit the opponent and will combo them into any projectiles that appear in front of her.
One of the best supers in the game, and incredibly hard for most characters to contest. While it has a lot of recovery, the projectiles stay on screen for a long time and will often hit delayed from each other, making it unpunishable except in rare circumstances. They will track the opponent for as long as they're out, making it very difficult to get around. Just like regular Level 3 Living Lancers, the projectiles destroy and block any other projectiles with the sole exception of Ky's Level 3 Stun Edge. While the individual projectiles don't do high damage, they add up, especially since the move can very easily be spammed in desperation.
Iron Maiden is, frame data wise, an invuln reversal, though attempting to use it at point blank will typically make you substantially minus on hit and punishable. The initial unblockable strike hitbox whiffs on most crouching and some standing characters in addition to being stubby, so don't depend on the invulnerability for much unless you have a significant health lead and the opponent is likely to die by going for a punish.
- First projectile appears frame 5, then 9, 13, 17, and 21
- After 51 frames, they will start homing towards the opponent
- Any projectiles that don't hit the opponent will disappear after 134 frames
- The pattern of the projectiles appears to be random.