GGACR/Millia Rage/Strategy

From Dustloop Wiki


General Tactics

Your goal is to fish for a hit and convert that into a knockdown and plant H Tandem Top/Pretty Maze to run your okizeme. The movement options you have with 2 air dashes lets you maneuver around the air freely along with 2 jumps and an air dash. Your dash also gives a low-profile letting you avoid some character's moves such as Johnny's Mid Mist Finer. Silent force is your best friend when approaching in the air. With Silent Force in hand, the opponent has to keep in mind that you have it, and they cannot anti-air you for free. Once you are able to score a hit into knockdown, throw out H Tandem Top/Pretty Maze and do a high/low of choice. If they guess wrong, you can set up another situation.

Air movement options you have:

-1 Jump Two Airdashes

-2 Jumps One Airdash.


Offense

You have Silent Force to approach in the air as mentioned above. This is your key to approaching and getting in. You also want to use your movement options and j.236k to bait your opponent out. When approaching from ground, you have your low-profile dash. 2k, f.S, 2d are your main ground normals to use. Space with the tip of 2d to get your knockdown. Secret Garden can also assist you in covering your rushdown but keep in mind where you are to because you will get punished if you are too close to the opponent. Characters such as Slayer can get a free punish with Dead on Time and Big Bang Upper which can kill you so be careful.


Blockstrings:

2k 5k- Standard string, with 5k special jump cancelable, you can IAD over your opponent, tk badmoon, or gatling into 6k. You can also cancel into lust shaker for a frame trap.

2k 5k 2k- Basic blockstring, can do tick throw, roll, or continue pressure

2k 5k 2s 5p- Reverse gatling string. Dash up pressure or throw if the opponent respects this. If not, do 2d to catch them sweeping. 6h in the corner to catch jumpouts.

Defense

Millia has no reliable reversal out, so you need to rely on Instant Blocking and your Dead Angle. Your throw can help from time to time for it's range. You can also throw out Pretty Maze too if the opponent is charging recklessly. These are not the best options to depend on, so use them sparingly.

Okizeme

Midscreen/Corner H-Tandem Top/Pretty Maze


High:

6k

TK Bad moon

Iron Savior FRC j.K: After doing the Iron Savior FRC, immediately do j.k giving you an instant overhead!


Low:

2k

2s

Iron Savior (214P)

TK Turbofall land 2k: Fake overhead into a low also can crossup the opponent.


Corner only H-Tandem/Pretty Maze

High:

IAD j.S airdash j.K j.S: High IAD Fuzzy guard mixup. You can substitute the j.K with j.S.

IAD falling airdash j.S: After the first IAD do an airdash close to the ground and press j.S


Low:

IAD j.S airdash land 2k/throw: Low variant of the airdash mixup. Throw can also be used.

IAD land 2k

Tips and Tricks

Fighting Millia

Playing Around Pin

Tantamount to understanding how to play around pin's neutral control is understanding what it actually controls. From fullscreen, and assuming Millia is at the peak of a neutral jump, the below diagram shows the angles pin can cover. With pin's travel speed, Millia basically just draws one of these diagonal lines and hits you if you're on it. With this in mind, we see a few key details which give us a clearer understanding of how pin can threaten opponents:

  • Pin is most effective on opponents below Millia.
  • You're out of pin's range if Millia is fullscreen distance away, unless she is far above you.
  • Since it's a diagonal line originating from Millia, its range increases the higher up she is.
  • H Pin bounces her up before she throws pin, letting it reliably hit opponents in the air that are level with her starting point.
  • The danger zone outlined in red is where pin can most consistently control a block of space, meaning Millia can control that general area effectively with the threat of pin.

GGACR MI Pin Angles.png

You may now be wondering, "ok, cool, what do I do to avoid pin?" As all three versions of pin are used for different things, so let's briefly clarify what pins are for:

  • K Pin hits people diagonally below Millia. It's used to beat anti-airs, reset pressure, or win most up-close interactions where someone is right below Millia.
  • S Pin is the most common version to see in use. It's a rewarding neutral tool that controls a huge chunk of key screen space.
  • H Pin is both an air-to-air option in some situations and useful as a way to stop people from playing around S Pin.

Most important to playing around Millia's neutral is understanding S Pin. Now that we've established what range it covers, let's break down the situations after she throws it, from most to least favorable for her.

  • You did IAD buttons or run up buttons from midrange, Millia threw S Pin, and now you've been counterhit. Air CH is a full combo for Millia into usually a pretty generous knockdown, and ground CH is at worst a blockstring from anywhere and at best also a combo. Be cognizant of when you're willing to risk putting yourself in situations where this is possible. Basically, throwing out haymaker pokes in neutral, especially air-to-air ones, carries significant risk of being counterhit by S Pin, so you'll need to weigh the risk/reward.
  • You blocked it. Millia has two choices here: airdash in and attempt to start a blockstring or back off and reset to neutral. You shouldn't let her IAD in too much. It depends on range, but if Millia is sufficiently high up or far away, you can usually mash on her if she starts doing airdash buttons after you block S pin. If she's decently close, though, you're holding a Millia blockstring. This most commonly happens when people run up fd brake into the wrong spots. If you know you can disrespect her, though, don't be afraid to do so. Furthermore, once Millia knows you'll disrespect her attempts to start pressure from some ranges, she'll be forced to back off and play neutral again in addition to being down a resource, which can be used to turn the situation around.
  • Millia missed with the pin. The key here, as well as with other situations (Millia got blocked and backed off, you forced her out during the blockstring, etc.) is to control pin once it leaves her hand. Try standing on or around pin while it's on the ground, and make sure she can't conveniently pick it back up. This is useful for every character and removes one of Millia's strongest multipurpose tools from play indefinitely and can be used to force her into situations she is no longer well-equipped for.

Some key takeaways are to be careful with your spacing and how much you commit to attacks, especially at about halfscreen, don't respect Millia too much on block if she's far away, and press any advantage you can get once you get it.

K Pin is also a common and powerful tool for Millia. and if you're right under Millia while she's holding pin, there's little you can do to stop K Pin. The risk of being counterhit for a full combo or blocking pin and having to hold a blockstring with much less of a gap significantly outweighs attempts to do things like 6P the pin. There's also less opportunities to make Millia whiff K Pin with movement, since she's using this when you're right below her. In general, just be wary of standing right under Millia, and once you're up close, try to keep her from staying above you.

Pin is also a strong pressure tool, which brings me to pin management. Pin is a great pressure reset and great combo filler. If you can either get Millia to whiff pin or block it so that she can't get guaranteed reward, you've stolen her best move from her indefinitely. As mentioned earlier, you can exploit this in neutral by standing on the pin and forcing Millia to act. In addition, try to understand where your enemy often uses pin. If they use S Pin in neutral, it means they can't use K Pin to beat anti-airs as often, they can't extend combos with pin as often, they can't use TK Pin in pressure as often, and so on. Since the resource of pin is so limited, understanding your opponent's habits can be powerful in navigating pin.

H Pin's neutral use is more niche. Its best use in neutral is covering options such as jumping into S Pin range, then airdashing back, standing just outside S Pin range, etc. The key factor here is that H Pin is slower and sends Millia upwards on use, so the reward is often lower unless Millia can successfully counterhit you with a good read. With this in mind, take care when committing to options at fullscreen or near-fullscreen distance so as to avoid the possibility of getting counterhit by H Pin. Also, if H Pin is being used in anticipation of the opponent staying out of S Pin's area, you can use this to your advantage and start crossing through the area where S Pin would typically cover more often.

Navigation

 Millia Rage


Systems Pages