GGXRD-R2/Slayer/Matchups/Millia Rage

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GGXRD-R2 Slayer Portrait.pngGGXRD-R Millia Portrait.png

Matchup Overview

Millia has dominant neutral and setplay for fighting against Slayer, and she has many serviceable defensive tools like her 6f 5H, 11f backdash and a quickly rising jump. Millia however lacks greatly in her health, risc and stun resistance modifiers, and a single hit in Slayer's favor can quickly change the outcome of a match.

Millia's defense values

Millia dies very quickly compared to other characters. Her defense modifier is x1.22, which means she takes roughly around 15-20% more damage when compared to other characters. Furthermore, she has very low stun resistance at 55, which opens up a lot of stun setups after common CH starters. Two other very important factors for Millia's defense is her r.i.s.c gain and r.i.s.c inertia. She has the weakest of both in the game, and you can quickly put Millia into flashing r.i.s.c from very basic blockstrings.

Millia f.S

Overview
Fast poke that's great for approaching and for zoning out Slayer.

Details

  • 7f startup, and paired with a really fast dash, is fast enough to beat a lot of Slayer's pokes in neutral or in situations with no frameadvantage.
  • Only 2 active frames
  • The hitbox hits low enough to beat Slayer 6P at it's lowest point, and high enough to beat 2H.
  • Notably does not have as much horizontal range as the animation implies, though the range is still good.

Counterplay
Pretty much only goes into a knockdown by doing gatling into 5H 2D, which will not work at max range. If you are hit crouching, Millia can knock down from much longer ranges using roll > digitalis. Since this move is only 2f active also you can forward dash through it a lot or dodge it with dandystep. In the Millia f.S 5H string there is also a gap where you can punish with P pile, bdc mappa, bdot and such. K dandy punishes and BDC IAD is not possible.

Millia 2D

Overview
A sweep to start Millia's setplay. Is on the slower side of sweeps in the game, but with great range and hurtbox properties.

Details

  • Hovers above the ground from frame 10~21, and can consistently go over Slayer 2K and 2H in neutral, and even 2D if far enough out.
  • Pulls Millia's hurtbox forward around frame 10, which often goes behind K mappa at midscreen ranges.
  • Low 12f recovery, but also not very active.
  • Millia can't gatling into 2D from 2S and f.S like most other characters, and Millia 2K and 5K into 2D will not combo. Generally, has to route into 5H before going into 2D, which can make it difficult to KD at long ranges on standing characters.
  • -1 on block with the option to special cancel.

Counterplay

  • Spacing K mappa further away will help a lot in making it not go past Millia's 2D, however this makes you more susceptible to whiff-punishes.
  • Forward dashing through this move is also pretty consistent. Often leads to punishes, however you aren't necessarily guaranteed one, and you need to be prepared to deal with Millia's 6f 5H and such in response to your dash-scramble situation.
  • It is possible to hit Millia with 5H, 6H, and other bigger CH tools, but they're not necessarily very good at dealing with the other things Millia can think of.

Millia 6H

Overview
Long range dominant poke. Very active, two-hit KD move.

Details

  • First active hitbox is 6Pable, but the second one isn't.
  • Hits high enough to beat most of Slayer's IAD options.
  • Can be difficult to whiff-punish the 2nd hit with P pile.

Counterplay

  • IAD j.P goes over Millia 6H for j.K whiff-punishes and similar.
  • Very difficult to forward dash through, and can be rough when trying to dandy step around it as well due to it's long range and active frames. Because it has very good CH return also, you want to be careful with how you dandy step.
  • Seen a lot in situations where Millia players press 4H in reaction to a teleport dash, and you cross them up. Often seen in scrambles in general.

Roll

Overview
Fast low-profile and crossup movement option with several follow ups.

Details

  • 4-15 really low profile, 16-24 above knees.
  • Goes under everything except 2K, 2H, 2D, 5H, helter-skelter and undertow.
  • Minimum total duration 28 with CH-state recovery.

Counterplay
Roll is often seen in Millias block-strings and on defense. It can be used as a reversal to go under Slayer's pressure, such as 6H Dandy and IAD. As Slayer, you have to bait and punish Roll with low-hitting attacks (2K, 2H, 2D, 5H), which are notably weak to backdash and jump-outs. Roll also has no throw invulnerability, and + frames into dash throw is fast enough to catch it from far range, such as after 5K or 6H. Be mindful with dash throw at close-range, as Roll can crossup behind Slayer and punish. Roll pressure is notably not very strong at actually locking down Slayer.

Roll > Roll is commonly seen during Millia's blockstrings. This can often catch BDC K mappa and dandy step options when followed up with 4H/6H, and often turns into a favorable scramble against Slayer's forward dash. Doing a P dandy into any follow up is actually fast enough to directly punish double roll, but often what happens is the roll crosses behind you. FDing is a good way to try and manipulate this spacing, and being more mindful of IBs. Some good ways to punish double roll, is to do a delayed 1K or 1H on reaction to the first roll.

Roll > Digitalis is a good offensive poke, especially when Millia has 25% tension or more available for YRC whiff-option selects.

  • On block, this move is only -11 with a lot of pushback, so your punish is often limited to CH P mappa or CH dead on time
  • You can consistently whiff-punish this move in strings for high reward with P pile, BDC K mappa, and IB into forward dash c.S. If Millia has 25% tension available, these options become higher risk because of her option to automatically YRC on whiff.
  • It is possible to 6P under digitalis in neutral, but during strings is a bit more limited. If you IB any level 3 (6K, 2H, 6H), 6P under digitalis is possible, but not after Millia 5H, which is her only level 4.

Roll > Dust Catches many options like BDC K mappa, delayed 2K or dandy step.

Iron savior (hair-car)

Overview
Difficult to punish special move. Used in blockstrings to call out retaliatory moves, and is really good at stopping Slayer's grounded movement options like forward dash, backdash and dandystep.

Details

  • Millia hops back, then sweeps the entire screen before finally jumping off.
  • Backwards evasive properties, and good disjointed hurtbox.
  • -13 on block, however the spacing on block is really far.

Counterplay

  • Unless you somehow block this move point-blank range, there is no block punish available for Slayer other than dead on time. On IB, the spacing changes only very little, but you do get a humble guaranteed punish with K mappa.
  • At midscreen ranges, Slayer 2H and 6K work on reaction at dodging hair-car and punishing it. 2H often clashes and it's hard to predict when it will do so.
  • Avoiding the hair-car with a backwards jump/IAD j.K or j.H gives a full air-combo punish.
  • If you low blitz this move, it is impossible to combo into K pile/K cwh or long dash c.S. You must generally do a short dash into anti-air 5P starter.
  • Because this move hops back during startup, it can be used to disrespect certain long range blockstrings.

move

Overview
General info about how move is used in matchup and any notable properties such as damage, hitbox, frame data, etc.

Details
Bullet points on move. Most important info first, more specific/niche info last

Counterplay
How to counter move: punishes, counterpoke options, spacing, strategy, etc. May want to explore the RPS in certain interactions.


Combos

Character specific routes, also note routes that are not possible or are harder on this character

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