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{{Description|7|text= | {{Description|7|text= | ||
Millia jabs with her hair. Jump-cancellable on hit or block. One of her main anti-airs, though it is not as easily abused as it was in its previous incarnation. You can use it to stop jump-outs or to check your opponent's jump. Safer than {{clr|1|6P}} on whiff. {{clr|1|5P}} is also a part of her burst baits due to its recovery with {{clr|1|2P}}{{clr|1|5P}} after throw or {{clr|1|5P}}P. Can also gatling into from {{clr|3|2S}}. Will whiff on crouching opponents. | *Millia jabs with her hair. Jump-cancellable on hit or block. | ||
*One of her main anti-airs, though it is not as easily abused as it was in its previous incarnation. | |||
*You can use it to stop jump-outs or to check your opponent's jump. Safer than {{clr|1|6P}} on whiff. | |||
*{{clr|1|5P}} is also a part of her burst baits due to its recovery with {{clr|1|2P}}{{clr|1|5P}} after throw or {{clr|1|5P}}P. | |||
*Can also gatling into from {{clr|3|2S}}. | |||
*Will whiff on crouching opponents. | |||
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{{Description|7|text= | {{Description|7|text= | ||
An upward kick. Primarily used for pressure, such as with the string {{clr|2|2K}}{{clr|2|5K}}{{clr|2|2K}}. It also gatlings into {{clr|2|6K}} and {{clr|3|2S}} for a high/low. Jump-cancellable if blocked. | *An upward kick. Primarily used for pressure, such as with the string {{clr|2|2K}}{{clr|2|5K}}{{clr|2|2K}}. *It also gatlings into {{clr|2|6K}} and {{clr|3|2S}} for a high/low. Jump-cancellable if blocked. | ||
Attack is fully extended on 7F. | '''Additional Frame Data''' ''Attack is fully extended on 7F.'' | ||
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{{Description|7|text= | {{Description|7|text= | ||
Situational anti-air that can be used when under the opponent due to its straight vertical hitbox. It can also be used to stop the opponent from jumping out of the corner. | *Situational anti-air that can be used when under the opponent due to its straight vertical hitbox. | ||
*It can also be used to stop the opponent from jumping out of the corner. | |||
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{{Description|7|text= | {{Description|7|text= | ||
Millia's primary ground poke. Gatlings into {{clr|4|5H}}, which then gatlings into {{clr|5|2D}}. Can't confirm into a knockdown at far ranges or off a launch, but can combo into Emerald Rain. | *Millia's primary ground poke. | ||
*Gatlings into {{clr|4|5H}}, which then gatlings into {{clr|5|2D}}. | |||
*Can't confirm into a knockdown at far ranges or off a launch, but can combo into Emerald Rain. | |||
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{{Description|7|text= | {{Description|7|text= | ||
Slightly faster than {{clr|3|f.S}}, but mostly just used as combo filler. | *Slightly faster than {{clr|3|f.S}}, but mostly just used as combo filler. | ||
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{{Description|7|text= | {{Description|7|text= | ||
One of her main anti-airs with upper body invulnerability with a good sized hitbox. Staggers on grounded counter-hit, meaning it's not bad against grounded opponents. Very vulnerable on whiff, so keep in mind if the opponents still has air options available. | *One of her main anti-airs with upper body invulnerability with a good sized hitbox. | ||
*Staggers on grounded counter-hit, meaning it's not bad against grounded opponents. | |||
*Very vulnerable on whiff, so keep in mind if the opponents still has air options available. | |||
Upper body invincible 1~12F. Staggers opponent on ground CH (Max 39F).90% proration. | '''Additional Frame Data''' ''Upper body invincible 1~12F. Staggers opponent on ground CH (Max 39F).90% proration.'' | ||
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{{Description|7|text= | {{Description|7|text= | ||
One of your main overheads to use in your mixup game, and is low-invulnerable. On block you can still continue to pressure on opponents for another chance to open them up. | *One of your main overheads to use in your mixup game, and is low-invulnerable. | ||
*On block you can still continue to pressure on opponents for another chance to open them up. | |||
Lower body invincible 1~19F. Foot invincible 20~21F. Initial proration 80%. Hits crouching opponents on 20F (tested on Sol). | '''Additional Frame Data''' ''Lower body invincible 1~19F. Foot invincible 20~21F. Initial proration 80%. Hits crouching opponents on 20F (tested on Sol).'' | ||
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{{Description|7|text= | {{Description|7|text= | ||
Has slow-startup and bad on whiff. Knocks opponent down on hit and special cancellable. No gatling options. Can stop jumpouts but mainly used to score a knockdown from corner carry combos. | *Has slow-startup and bad on whiff. Knocks opponent down on hit and special cancellable. | ||
*No gatling options. | |||
*Can stop jumpouts but mainly used to score a knockdown from corner carry combos. | |||
Slams down and knocks down opponent on hit. | '''Additional Frame Data''' ''Slams down and knocks down opponent on hit.'' | ||
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{{Description|7|text= | {{Description|7|text= | ||
Universal overhead. Rarely used as an overhead option. | *Universal overhead. Rarely used as an overhead option. | ||
Low profile 8~23F. Foot invincible 30~41F. Millia is in CH state during entire move. | '''Additional Frame Data''' ''Low profile 8~23F. Foot invincible 30~41F. Millia is in CH state during entire move.'' | ||
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{{Description|7|text= | {{Description|7|text= | ||
Shorter range than 2k. Hits mid and is primarily used after throw for burst baiting. | *Shorter range than 2k. | ||
*Hits mid and is primarily used after throw for burst baiting. | |||
Initial prorate 85%. | '''Additional Frame Data''' ''Initial prorate 85%.'' | ||
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{{Description|7|text= | {{Description|7|text= | ||
Primary pressure starter and hits low. Good for frame trapping and tick throwing. Not jump-cancellable on block or hit. but it is special-cancellable on block. | *Primary pressure starter and hits low. Good for frame trapping and tick throwing. | ||
*Not jump-cancellable on block or hit. but it is special-cancellable on block. | |||
Initial prorate 75%. | '''Additional Frame Data''' ''Initial prorate 75%.'' | ||
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{{Description|7|text= | {{Description|7|text= | ||
Low hit and has better proration than 2k but starts up slower. Can be used as part of high/low mixup pressure. | *Low hit and has better proration than 2k but starts up slower. Can be used as part of high/low mixup pressure. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Your primary launcher for combos. It also has uses as an anti-air but situational for it's slow startup. Has a good amount of untechable time on counter-hit. | *Your primary launcher for combos. | ||
*It also has uses as an anti-air but situational for it's slow startup. | |||
*Has a good amount of untechable time on counter-hit. | |||
Initial prorate 90%. Low profile 1~3F. Floats opponent on hit (untechable for 20F, on CH for 48F). | '''Additional Frame Data''' ''Initial prorate 90%. Low profile 1~3F. Floats opponent on hit (untechable for 20F, on CH for 48F).'' | ||
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{{Description|7|text= | {{Description|7|text= | ||
Another main ground to ground move besides 2k because of it's long range to fish for knockdowns and whiff punishes. cancel into roll then H tandem top to start your mixup game. | *Another main ground to ground move besides 2k because of it's long range to fish for knockdowns and whiff punishes. cancel into roll then H tandem top to start your mixup game. | ||
Foot invincible 10~21F. | '''Additional Frame Data''' ''Foot invincible 10~21F.'' | ||
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{{Description|7|text= | {{Description|7|text= | ||
Very fast air-normal but short range. Useful in air-air and air-ground, but primarily for ground-air. Go into j.k for pressure on block. | *Very fast air-normal but short range. Useful in air-air and air-ground, but primarily for ground-air. | ||
*Go into j.k for pressure on block. | |||
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{{Description|7|text= | {{Description|7|text= | ||
Useful for catching opponents above you. It is also an important tool for air combos, as this confirms into {{clr|3|j.S}}, {{clr|4|j.H}}, or K/S pin. Also serves a purpose with mixups and fuzzy guards. | *Useful for catching opponents above you. | ||
*It is also an important tool for air combos, as this confirms into {{clr|3|j.S}}, {{clr|4|j.H}}, or K/S pin. | |||
*Also serves a purpose with mixups and fuzzy guards. | |||
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{{Description|7|text= | {{Description|7|text= | ||
Your main air to ground move and combo filler. Air dash cancelable on block allowing you to do airdash mixups. | *Your main air to ground move and combo filler. | ||
*Air dash cancelable on block allowing you to do airdash mixups. | |||
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{{Description|7|text= | {{Description|7|text= | ||
Solid air to air and good amount of untech time. Shorter range than {{clr|5|j.D}} which doesn't make it your go to air to air. If the opponent is close to where they can beat your {{clr|5|j.D}}, {{clr|4|j.H}} is a better choice. | *Solid air to air and good amount of untech time. | ||
*Shorter range than {{clr|5|j.D}} which doesn't make it your go to air to air. *If the opponent is close to where they can beat your {{clr|5|j.D}}, {{clr|4|j.H}} is a better choice. | |||
Floats opponent on hit (untechable for 20F). Air dash cancellable. | '''Additional Frame Data''' ''Floats opponent on hit (untechable for 20F). Air dash cancellable.': | ||
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{{Description|7|text= | {{Description|7|text= | ||
Your go to Air to air from far distances. Air dash cancelable makes it used for combos too. Untechable knockdown on counter-hit far away allowing secret garden from fullscreen or disc when close to the opponent. Horrible air-ground move for many characters can run under this move and punish it's recovery. | *Your go to Air to air from far distances. | ||
*Air dash cancelable makes it used for combos too. | |||
*Untechable knockdown on counter-hit far away allowing secret garden from fullscreen or disc when close to the opponent. | |||
*Horrible air-ground move for many characters can run under this move and punish it's recovery. | |||
Floats and blows back opponent on hit (untechable for 38F, on CH for 84F). | '''Additional Frame Data''' ''Floats and blows back opponent on hit (untechable for 38F, on CH for 84F).'' | ||
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{{#lsth:GGACR/Millia Rage/Data|j.2H}} | {{#lsth:GGACR/Millia Rage/Data|j.2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text=*Combo filler | ||
Slams down opponent on air hit (untechable for 16F). | '''Additional Frame Data''' ''Slams down opponent on air hit (untechable for 16F).'' | ||
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{{Description|7|text= | {{Description|7|text= | ||
Very important to your mixup game. The throw range is short, but her dash speed makes up for the range making this hard to see coming. Usually used after 214k. Dash and combo into 2p5p or {{clr|3|f.S}} 2h when landed. | *Very important to your mixup game. The throw range is short, but her dash speed makes up for the range making this hard to see coming. | ||
*Usually used after 214k. Dash and combo into 2p5p or {{clr|3|f.S}} 2h when landed. | |||
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{{Description|7|text= | {{Description|7|text= | ||
Sends opponent flying away. Fullscreen gives you a secret garden setup allowing you to rushdown safely. If you airthrow opponent near corner, you can dash up and do H tandem top. | *Sends opponent flying away. Fullscreen gives you a secret garden setup allowing you to rushdown safely. | ||
*If you airthrow opponent near corner, you can dash up and do H tandem top. | |||
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{{Description|7|text= | {{Description|7|text= | ||
Fully invincible 1~12F. Throw invincible 13~40F. Floats opponent on hit (untechable for 40F). Initial prorate 40%. | '''Additional Frame Data''' ''Fully invincible 1~12F. Throw invincible 13~40F. Floats opponent on hit (untechable for 40F). Initial prorate 40%.'' | ||
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{{Description|7|text= | {{Description|7|text= | ||
Good for frame trap pressure on the ground being +5. On hit or block you can cancel into 214k to roll and go for a tick throw or 214p to go low. | *Good for frame trap pressure on the ground being +5. | ||
*On hit or block you can cancel into 214k to roll and go for a tick throw or 214p to go low. | |||
Hitstop 6F. Listed Frame Adv is for no repeated hits. Can cancel to Longinus, Iron Saviour, or Roll from 8F onwards. | '''Additional Frame Data''' ''Hitstop 6F. Listed Frame Adv is for no repeated hits. Can cancel to Longinus, Iron Saviour, or Roll from 8F onwards.'' | ||
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{{MoveData | {{MoveData | ||
|name=Tandem Top | |name=Tandem Top | ||
|input={{clr|3|236S}}/H | |input={{clr|3|236S}}/{{clr|4|H}} | ||
|image=GGAC_Millia_236S.png | |image=GGAC_Millia_236S.png | ||
|data= | |data= | ||
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{{Description|8|text= | {{Description|8|text= | ||
{{clr|3|236S}}: Has an FRC point in 3-4 Frames making it viable for ground pressure. Corner hit will let you link 5p into combo. | {{clr|3|236S}}: *Has an FRC point in 3-4 Frames making it viable for ground pressure. | ||
*Corner hit will let you link 5p into combo. | |||
Wall bounces opponent on hit (untechable for 22F). Millia is in CH state during move. Total duration 38F | '''Additional Frame Data''' ''Wall bounces opponent on hit (untechable for 22F). Millia is in CH state during move. Total duration 38F. Disc disappears if Millia gets hit. Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears.'' | ||
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{{Description|8|text= | {{Description|8|text= | ||
{{clr|4|236H}}: Longer startup but longer active frames too. This is your primary staple for your mixups. You will be using this mainly for your non-meaty setups to mask your High/Low mixups. FRC timing in 20-21 frames which isn't used often because of {{clr|5|236D}}, but it still is applicable in matchups such as Baiken. | {{clr|4|236H}}: *Longer startup but longer active frames too. | ||
*This is your primary staple for your mixups. You will be using this mainly for your non-meaty setups to mask your High/Low mixups. | |||
*FRC timing in 20-21 frames which isn't used often because of {{clr|5|236D}}, but it still is applicable in matchups such as Baiken. | |||
Wall bounces opponent on hit (untechable for 28F). Millia is in CH state during move | '''Additional Frame Data''' ''Wall bounces opponent on hit (untechable for 28F). Millia is in CH state during move. Disc disappears if Millia gets hit. Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears.'' | ||
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{{Description|7|text= | {{Description|7|text= | ||
A combo ender in the corner for extra damage which yields a knockdown at a low height. You won't be using this by throwing it out randomly. However, this is your main high mixup when TK'd ({{clr|1|2369P}}), which turns it into a 16 frame overhead. Very punishable on block so don't throw this out too often on neutral. | *A combo ender in the corner for extra damage which yields a knockdown at a low height. | ||
*You won't be using this by throwing it out randomly. However, this is your main high mixup when TK'd ({{clr|1|2369P}}), which turns it into a 16 frame overhead. | |||
*Very punishable on block so don't throw this out too often on neutral. | |||
Floats opponent on hit (untechable for 30F). Millia is crouching upon landing. Hitstop 6F. Initial prorate 80%. FRC timing 5~7F after landing or being blocked. Listed Recovery is on whiff. On whiff, Recovery 1~15F are airborne. Listed Frame Adv is for fastest possible Bad Moon performed from standing (Startup 16F). Has minimum height requirement. | '''Additional Frame Data''' ''Floats opponent on hit (untechable for 30F). Millia is crouching upon landing. Hitstop 6F. Initial prorate 80%. FRC timing 5~7F after landing or being blocked. Listed Recovery is on whiff. On whiff, Recovery 1~15F are airborne. Listed Frame Adv is for fastest possible Bad Moon performed from standing (Startup 16F). Has minimum height requirement.'' | ||
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{{Description|7|text= | {{Description|7|text= | ||
Her command fastfall which lets Millia alter her trajectory in the air making it hard to anti-air her. Millia dives down in a 45 degree angle. Can also be used for mixups which will be explained below. | *Her command fastfall which lets Millia alter her trajectory in the air making it hard to anti-air her. | ||
*Millia dives down in a 45 degree angle. Can also be used for mixups which will be explained below. | |||
Can pass through opponent during fall. FRC timing 14~15F. Fastest possible Turbo Fall performed from standing has total duration 29F. Has minimum height requirement. Landing recovery is cancellable into Special Moves. | '''Additional Frame Data''' ''Can pass through opponent during fall. FRC timing 14~15F. Fastest possible Turbo Fall performed from standing has total duration 29F. Has minimum height requirement. Landing recovery is cancellable into Special Moves.'' | ||
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{{Description|7|text= | {{Description|7|text= | ||
A roll that shrinks her hurtbox and lets her low profile underneath some attacks. Used mainly in pressure and tick throw setup. It is not throw-invincible though and can be punished on reaction used too predictably. | *A roll that shrinks her hurtbox and lets her low profile underneath some attacks. | ||
*Used mainly in pressure and tick throw setup. | |||
*It is not throw-invincible though and can be punished on reaction used too predictably. | |||
Low profile 2~3F. Really low profile 4~15F. Can pass through opponent. Millia is in CH state 1~15F. Can pick up Hairpin during move. | '''Additional Frame Data''' ''Low profile 2~3F. Really low profile 4~15F. Can pass through opponent. Millia is in CH state 1~15F. Can pick up Hairpin during move.'' | ||
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{{Description|7|text= | {{Description|7|text= | ||
Haircar that hits low. The startup looks identical to going into a TK badmoon, so it looks like an overhead but she goes low. Your main low mixup choice. Avoid using this from fullscreen as it is punishable. | *Haircar that hits low. | ||
*The startup looks identical to going into a TK badmoon, so it looks like an overhead but she goes low. | |||
*Your main low mixup choice. Avoid using this from fullscreen as it is punishable. | |||
Millia is airborne from 7F onwards. Blows back and knocks down opponent on hit. Initial prorate 90%. FRC timing 17~22F. | '''Additional Frame Data'''Millia is airborne from 7F onwards. Blows back and knocks down opponent on hit. Initial prorate 90%. FRC timing 17~22F.'' | ||
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{{MoveData | {{MoveData | ||
|name=Silent Force | |name=Silent Force | ||
|input={{clr|2|j.214K}}/S/H | |input={{clr|2|j.214K}}/{{clr|3|S}}/{{clr|4|H}} | ||
|image=GGAC_Millia_j214S.png | |image=GGAC_Millia_j214S.png | ||
|caption= | |caption= | ||
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{{Description|8|text= | {{Description|8|text= | ||
K: Kpin removes all of Millia's upward momentum, and its trajectory is steeper than both Spin and Hpin. Has a slightly different use in neutral compared to Spin, being reserved mostly for covering close approaches by the opponent, especially when punishing lows. However, due to its ability to completely hault Millia's upward momentum, it can be used to extend ground pressure into her airdash strings seamlessly. Also used after rising {{clr|2|j.K}} in fuzzy guard setups to confirm into a combo without disc or meter. | {{clr|2|K}}: *Kpin removes all of Millia's upward momentum, and its trajectory is steeper than both Spin and Hpin. | ||
*Has a slightly different use in neutral compared to Spin, being reserved mostly for covering close approaches by the opponent, especially when punishing lows. However, due to its ability to completely hault Millia's upward momentum, it can be used to extend ground pressure into her airdash strings seamlessly. | |||
*Also used after rising {{clr|2|j.K}} in fuzzy guard setups to confirm into a combo without disc or meter. | |||
(??) Active window: (1)1(1) ??? 2(1)xn | (??) Active window: (1)1(1) ??? 2(1)xn | ||
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{{Description|8|text= | {{Description|8|text= | ||
S: Spin temporarily haults your air movement while the pin is being thrown, and its trajectory is roughly 45° angle downward in front of Millia. This is your primary projectile and extremely crucial to your neutral game. Allows you to control the pace of the matchup as opponents will have to take in mind when you have it. Fish for counter-hits with this to force your way in. If they block it, you may still have an opportunity to continue pressure under the right circumstances. This also serves as a crucial ender to her air combos [j.214s land 6h] allowing you to score an untechable knockdown. To pick up the pin on the floor, walk up to it and crouch. | {{clr|3|S}}: *Spin temporarily haults your air movement while the pin is being thrown, and its trajectory is roughly 45° angle downward in front of Millia. | ||
*This is your primary projectile and extremely crucial to your neutral game. Allows you to control the pace of the matchup as opponents will have to take in mind when you have it. | |||
*Fish for counter-hits with this to force your way in. If they block it, you may still have an opportunity to continue pressure under the right circumstances. | |||
*This also serves as a crucial ender to her air combos [j.214s land 6h] allowing you to score an untechable knockdown. | |||
*To pick up the pin on the floor, walk up to it and crouch. | |||
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{{Description|8|text= | {{Description|8|text= | ||
H: Hpin Has slightly slower startup, but gives you an extra upward boost before throwing. Good for positioning in the air if the opponent is catching on to the angle you are throwing | {{clr|4|H}}: *Hpin Has slightly slower startup, but gives you an extra upward boost before throwing. | ||
*Good for positioning in the air if the opponent is catching on to the angle you are throwing Spin at. | |||
'''All versions of Silent Force''': Staggers opponent on ground CH (Max 49F). Untechable on air hit for 33F. In CH state during entire move. Initial prorate 80%. Has minimum height requirement. After throwing Silent Force, crouch or Roll over the hairpin to recover it (takes 1F to recover); The hairpin can only be recovered 122F after hitting the ground. | '''All versions of Silent Force''': ''Staggers opponent on ground CH (Max 49F). Untechable on air hit for 33F. In CH state during entire move. Initial prorate 80%. Has minimum height requirement. After throwing Silent Force, crouch or Roll over the hairpin to recover it (takes 1F to recover); The hairpin can only be recovered 122F after hitting the ground.'' | ||
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{{MoveData | {{MoveData | ||
|name=Secret Garden | |name=Secret Garden | ||
|input={{clr|4|214H}} > Direction + H | |input={{clr|4|214H}} > Direction + {{clr|4|H}} | ||
|image=GGAC_Millia_214H.png | |image=GGAC_Millia_214H.png | ||
|caption= | |caption= | ||
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{{Description|7|text= | {{Description|7|text= | ||
After inputting the special notation, you're allowed up to 5 directional inputs. Summons a bubble out that will go the direction you input it after the notation. Best places to use would be fullscreen and far from your opponent. Great for mixups and covering your rushdown when trying to get in, but slow startup. | *After inputting the special notation, you're allowed up to 5 directional inputs. Summons a bubble out that will go the direction you input it after the notation. | ||
*Best places to use would be fullscreen and far from your opponent. Great for mixups and covering your rushdown when trying to get in, but slow startup. | |||
Millia is in CH state 1~55F. Bubble guaranteed to come out after 52F. Accepts up to 4 additional inputs to control direction of sphere from 2~55F. Press D to cancel. Secret Garden from 7~33F (total cancel duration 21F; non-CH state). Bubble passes through other projectiles. Cannot use another Secret Garden, Pretty Maze, or Tandem Top until 27F after sphere disappears. | '''Additional Frame Data''' ''Millia is in CH state 1~55F. Bubble guaranteed to come out after 52F. Accepts up to 4 additional inputs to control direction of sphere from 2~55F. Press D to cancel. Secret Garden from 7~33F (total cancel duration 21F; non-CH state). Bubble passes through other projectiles. Cannot use another Secret Garden, Pretty Maze, or Tandem Top until 27F after sphere disappears.'' | ||
}} | }} | ||
}} | }} | ||
Line 679: | Line 724: | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text= | ||
Your staple force break for mixups. Pretty Maze will floats on hit giving you the opportunity to launch the opponent up and combo again resetting the situation. It has longer active frames than H tandem top allowing to have more options for mixups. If they block the first you can do another one. On top of that, even if Millia gets hit the disc will still come out regardless. | *Your staple force break for mixups. Pretty Maze will floats on hit giving you the opportunity to launch the opponent up and combo again resetting the situation. | ||
*It has longer active frames than {{clr|4|H}} tandem top allowing to have more options for mixups. If they block the first you can do another one. On top of that, even if Millia gets hit the disc will still come out regardless. | |||
Total duration 33F. Millia is airborne from 1~20F. Floats and pulls in opponent on hit (untechable for 35F). Pulls in opponent on block. Millia is in CH state during entire move. Disc appears on 22F. Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears. FRC timing 6~8F. | '''Additional Frame Data''' ''Total duration 33F. Millia is airborne from 1~20F. Floats and pulls in opponent on hit (untechable for 35F). Pulls in opponent on block. Millia is in CH state during entire move. Disc appears on 22F. Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears. FRC timing 6~8F.'' | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 688: | Line 734: | ||
{{!}}- | {{!}}- | ||
{{Description|9|text= | {{Description|9|text= | ||
Summons a disc in the air, alters her trajectory a bit and can be used for crossups. You can end your air combo with this, but does not give good okizeme positioning. | *Summons a disc in the air, alters her trajectory a bit and can be used for crossups. | ||
*You can end your air combo with this, but does not give good okizeme positioning. | |||
Wallbounces opponent on hit (untechable for 50F). Millia is in CH state until she lands. Disc appears on 12F. Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears. FRC timing 4~6F. | '''Additional Frame Data''' ''Wallbounces opponent on hit (untechable for 50F). Millia is in CH state until she lands. Disc appears on 12F. Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears. FRC timing 4~6F.'' | ||
}} | }} | ||
}} | }} | ||
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{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGACR/Millia Rage/Data | {{#lsth:GGACR/Millia Rage/Data|j.214D > H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Millia is airborne from 5F onwards. Millia is in CH state 1~25F and 55~68F. Bubble appears on 30F. Accepts up to 4 additional inputs to control direction of bubble from 6~41F. Bubble passes through other projectiles. Cannot perform another Secret Garden, Pretty Maze, or Tandem Top until 27F after bubble disappears. | '''Additional Frame Data''' ''Millia is airborne from 5F onwards. Millia is in CH state 1~25F and 55~68F. Bubble appears on 30F. Accepts up to 4 additional inputs to control direction of bubble from 6~41F. Bubble passes through other projectiles. Cannot perform another Secret Garden, Pretty Maze, or Tandem Top until 27F after bubble disappears.'' | ||
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}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Follow up after lust shaker, causes opponent to slide on hit. You can only combo the opponent in corner. | *Follow up after lust shaker, causes opponent to slide on hit. You can only combo the opponent in corner. | ||
Slides opponent on hit (untechable for 55F, slides for 26F). Blockstun 20F. Forced prorate 80%. | '''Additional Frame Data''' ''Slides opponent on hit (untechable for 55F, slides for 26F). Blockstun 20F. Forced prorate 80%.'' | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGACR/Millia Rage/Data|2141236H }} | {{#lsth:GGACR/Millia Rage/Data|2141236H }} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text=*Ground version is her only reversal move that has invincible startup. | |||
*Has an FRC point at 23~24f to make it safe, but it is not advised to rely on this to get out of pressure all the time. | |||
'''Additional Frame Data''' ''Fully invincible 1~7F. Rising portion floats opponent on hit (untechable for 60F). Falling portion wallbounces opponent on hit (untechable for 60F). Final hit slides opponent on hit (untechable for 60F, slides for 35F)'' | |||
}} | |||
{{AttackVersion|name=Air}} | {{AttackVersion|name=Air}} | ||
{{#lsth:GGACR/Millia Rage/Data|j.2141236H}} | {{#lsth:GGACR/Millia Rage/Data|j.2141236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|8|text= | {{Description|8|text=*Mostly used to beat weaker anti-airs or stuffing Air to Air attempts. | ||
Air version has initial prorate 70%. Strike invincible 1~7F. Slides opponent on hit (untechable for 60F, slides for 36F). | '''Additional Frame Data''' ''Air version has initial prorate 70%. Strike invincible 1~7F. Slides opponent on hit (untechable for 60F, slides for 36F).'' | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Throws 3 big discs. Hitconfirms from any poke. The last disc causes wallbounce. | *Throws 3 big discs. Hitconfirms from any poke. The last disc causes wallbounce. | ||
Strike invincible 1~5F. Wallbounces opponent on hit. 2nd disc has startup 26F, 3rd disc has startup 46F. | '''Additional Frame Data''' ''Strike invincible 1~5F. Wallbounces opponent on hit. 2nd disc has startup 26F, 3rd disc has startup 46F.'' | ||
}} | }} | ||
}} | }} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
The only good thing is that it tracks, making it particularly good against A.B.A. Other than that, not worth using. | *The only good thing is that it tracks, making it particularly good against A.B.A. Other than that, not worth using. | ||
'''Additional Frame Data''' ''IK Mode activation time 66F. Listed Frame Adv is for an opponent blocking on corner'' | |||
}} | }} | ||
}} | }} |
Revision as of 13:29, 23 January 2020
Overview
- Millia is a very versatile character with arguably one of the best okizeme and mixups in the game with her tandem top and secret garden mixups.
She is the 2nd fastest character in the game below Chipp, except with 2 airdashes and turbofall that allows her to alter her trajectory in the air. She also has Silent Force (also referred to as "pin"), a devastating projectile that - when combined with her very high mobility options - can make it very difficult for an opponent to anti-air or approach her. This projectile is what helps her get in and start her oppressive rushdown, and keeps the opponent guessing in neutral.
Despite being the 2nd fastest character, she also has the 2nd worst defense and will take heavy damage from hits compared to the rest of the cast. She also lacks a reliable reversal out of pressure, so you will need to rely on Instant blocking, Dead Angle, or backdash to get out of pressure. You will need to move around constantly and avoid getting hit while fishing for hits yourself to secure a knockdown and begin your oppressive okizeme. You will also need to rushdown intuitively, and manage your pin and movement effectively.
Millia Rage Millia Rage is a very versatile character with arguably one of the best okizeme and mixups in the game with her tandem top and secret garden mixups.
- Powerful high/low mixup options
- Unparalleled Okizeme and cover options, especially with Tandem Top and Secret Garden.
- Very high mobility, including a quick backdash.
- Great air game thanks to having 2 airdashes, Silent Force, and Turbo Fall.
- Paper-thin defense; Has the second lowest health in the game.
- No reliable reversal options
- Low damage output
- No knockdown from maximum poking range
- Overall weak normals.
Guilty Bits Character Intro | |
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{{#evt: service=youtube |
id=https://youtu.be/qJ6lalWfYRk
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Normals
5K |
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Additional Frame Data Attack is fully extended on 7F. |
c.S |
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f.S |
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5H |
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6P |
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Additional Frame Data Upper body invincible 1~12F. Staggers opponent on ground CH (Max 39F).90% proration. |
6K |
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Additional Frame Data Lower body invincible 1~19F. Foot invincible 20~21F. Initial proration 80%. Hits crouching opponents on 20F (tested on Sol). |
6H |
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Additional Frame Data Slams down and knocks down opponent on hit. |
5D |
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Additional Frame Data Low profile 8~23F. Foot invincible 30~41F. Millia is in CH state during entire move. |
2P |
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Additional Frame Data Initial prorate 85%. |
2K |
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Additional Frame Data Initial prorate 75%. |
2S |
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2H |
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Additional Frame Data Initial prorate 90%. Low profile 1~3F. Floats opponent on hit (untechable for 20F, on CH for 48F). |
2D |
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Additional Frame Data Foot invincible 10~21F. |
j.P |
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j.K |
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j.S |
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j.H |
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Additional Frame Data Floats opponent on hit (untechable for 20F). Air dash cancellable.': |
j.D |
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Additional Frame Data Floats and blows back opponent on hit (untechable for 38F, on CH for 84F). |
j.2H |
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Additional Frame Data Slams down opponent on air hit (untechable for 16F). |
Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Additional Frame Data Fully invincible 1~12F. Throw invincible 13~40F. Floats opponent on hit (untechable for 40F). Initial prorate 40%. |
Specials
Lust Shaker 214S, SxN |
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Additional Frame Data Hitstop 6F. Listed Frame Adv is for no repeated hits. Can cancel to Longinus, Iron Saviour, or Roll from 8F onwards. |
Tandem Top
Tandem Top 236S/H |
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Bad Moon j.236P |
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Additional Frame Data Floats opponent on hit (untechable for 30F). Millia is crouching upon landing. Hitstop 6F. Initial prorate 80%. FRC timing 5~7F after landing or being blocked. Listed Recovery is on whiff. On whiff, Recovery 1~15F are airborne. Listed Frame Adv is for fastest possible Bad Moon performed from standing (Startup 16F). Has minimum height requirement. |
Turbo Fall j.236K |
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Additional Frame Data Can pass through opponent during fall. FRC timing 14~15F. Fastest possible Turbo Fall performed from standing has total duration 29F. Has minimum height requirement. Landing recovery is cancellable into Special Moves. |
Forward Roll 214K |
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Additional Frame Data Low profile 2~3F. Really low profile 4~15F. Can pass through opponent. Millia is in CH state 1~15F. Can pick up Hairpin during move. |
Iron Savior
Iron Savior 214P |
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Additional Frame DataMillia is airborne from 7F onwards. Blows back and knocks down opponent on hit. Initial prorate 90%. FRC timing 17~22F. |
Silent Force
Silent Force j.214K/S/H |
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Secret Garden 214H > Direction + H |
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Force Breaks
FB Pretty Maze 236D / j.236D |
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FB Secret Garden j.214D |
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Longinus 214D during Lust Shaker |
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Overdrives
Winger 2141236H, air OK |
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Emerald Rain 236236S |
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Additional Frame Data Strike invincible 1~5F. Wallbounces opponent on hit. 2nd disc has startup 26F, 3rd disc has startup 46F. |
Instant Kill
Iron Maiden 236236H |
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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Nakamura | Japan | Mikado | - | Retired | Overall Strong player | Link | |
Woshige | Japan | Mikado | - | Retired | Woshige. Can't count. | Link |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •