GGACR/Millia Rage: Difference between revisions

From Dustloop Wiki
No edit summary
(Added Roadmap)
Line 781: Line 781:
}}
}}
<br style="clear:both;"/>
<br style="clear:both;"/>
==[[Dustloop_Wiki:Roadmap/GGACR#Millia|Roadmap]]==
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Millia}}


==Navigation==
==Navigation==

Revision as of 16:20, 14 November 2019

Millia Rage
GGAC Millia Portrait.png
Movement Options
Double Jump, 2 Airdashes, Dash Type: Run
Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

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 which allows her to alter her trajectory in the air. These options also make it difficult for the opponent to anti-air her. On top of that, she also has silent force which makes it difficult for opponents to anti-air her 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. 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 to get a knockdown. You will need to rushdown intuitively also manage your pin and movement.


 Millia Rage -- Info Needed --

Pros
Cons

-- Info Needed --

-- Info Needed --

Guilty Bits Character Intro

{{#evt: service=youtube

id=https://youtu.be/qJ6lalWfYRk

}}


Normals

5P
GGAC Millia 5P.png
Hair stab
GGXXACPR Millia 5P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 Mid 7 5 6 -1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC Millia 5P.png
Hair stab, disjointed
GGXXACPR Millia 5P-Hitbox.png


Millia Jabs with her hair. Jump-cancellable on hit or block. One of her anti-airs even though it is not as abusive as it was in the previous incarnation. You can use it to stop jump outs or check your opponents jump. Safer than 6p on whiff. 5p is also a part of her burst baiting for it's recovery with 2p5p after throw or 5pp. Can also be gattled into from 2s. Will whiff on crouching opponents.

5K
GGAC Millia 5K.png
Dem legs
GGXXACPR Millia 5K-1-Hitbox.png

Frames 5-6

GGXXACPR Millia 5K-2-Hitbox.png

Frames 7-8

GGXXACPR Millia 5K-3-Hitbox.png

Frames 9-10

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Mid 5 6 14 -10 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC Millia 5K.png
GGXXACPR Millia 5K-1-Hitbox.pngGGXXACPR Millia 5K-2-Hitbox.pngGGXXACPR Millia 5K-3-Hitbox.png
Frames 5-6 • Frames 7-8 • Frames 9-10


A kick upward. Primarily used for pressure for 2k5k2k string. This also gatling's into 6k and 2s for a high/low. Also jump cancellable if blocked.

Attack is fully extended on 7F.

c.S
GGAC Millia cS.png
GGXXACPR Millia cS-1-Hitbox.png

1st Hit (Frames 7-9)

GGXXACPR Millia cS-2-Hitbox.png

2nd Hit (Frames 10-12)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22×2 Mid 7 3,3 17 -6 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 SJR 13 14 14 13
GGAC Millia cS.png
GGXXACPR Millia cS-1-Hitbox.pngGGXXACPR Millia cS-2-Hitbox.png
1st Hit (Frames 7-9) • 2nd Hit (Frames 10-12)


Situational anti-air to use if you are under your opponent as it goes straight, can help stop jump out in corners.

f.S
GGAC Millia fS.png
GGXXACPR Millia fS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 7 2 16 -4 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Millia fS.png
GGXXACPR Millia fS-Hitbox.png


Millia's prime ground to ground poke. Gatling's into 5h which goes to 2d. Doesn't confirm into knockdown at far range or launch, but can go into emerald rain.

5H
GGAC Millia 5H.png
GGXXACPR Millia 5H-1-Hitbox.png

1st Hit (Frames 6-9)

GGXXACPR Millia 5H-2-Hitbox.png

2nd Hit (Frames 12-13)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30×2 Mid 6 4(2)2 21 -4 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SR 18 19 18 15
GGAC Millia 5H.png
Max range on frame 12 (check the hitboxes)
GGXXACPR Millia 5H-1-Hitbox.pngGGXXACPR Millia 5H-2-Hitbox.png
1st Hit (Frames 6-9) • 2nd Hit (Frames 12-13)


Slightly faster than f.S, but mostly combo filler.

6P
GGAC Millia 6P.png
GGXXACPR Millia 6P-1-Hitbox.png

1st Hit (Frames 7-9)

GGXXACPR Millia 6P-2-Hitbox.png

1st Hit (Frames 10-12)

GGXXACPR Millia 6P-3-Hitbox.png

1st Hit (Frames 13-15)

GGXXACPR Millia 6P-4-Hitbox.png

2nd Hit (Frames 16-18)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22×2 Mid 7 9,3 20 -9 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 90% 1~12F Upper Body SJR 13 14 14 13
GGAC Millia 6P.png
GGXXACPR Millia 6P-1-Hitbox.pngGGXXACPR Millia 6P-2-Hitbox.pngGGXXACPR Millia 6P-3-Hitbox.pngGGXXACPR Millia 6P-4-Hitbox.png
1st Hit (Frames 7-9) • 1st Hit (Frames 10-12) • 1st Hit (Frames 13-15) • 2nd Hit (Frames 16-18)
•Staggers on ground CH (max 35F)


One of her main anti-airs with upper body invulnerability with a good sized hitbox. Staggers on counter-hit on ground making it not bad for ground to ground. Horrible on whiff so be careful if opponent still has double-jump or movement options.

Upper body invincible 1~12F. Staggers opponent on ground CH (Max 39F).90% proration.

6K
GGAC Millia 6K.png
GGXXACPR Millia 6K-1-Hitbox.png

Frames 18-19

GGXXACPR Millia 6K-2-Hitbox.png

Frames 20-21

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 High 18 4 8 +5 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 80% 1~19F Lower Body
20~21F Feet
SR 16 17 16 14
GGAC Millia 6K.png
GGXXACPR Millia 6K-1-Hitbox.pngGGXXACPR Millia 6K-2-Hitbox.png
Frames 18-19 • Frames 20-21
•Hits crouching opponents on 20F (tested on Sol)


One of your main overheads that plays a part in your mixup and it is low-invulnerable. If blocked you can still continue pressure on your opponents for another chance to open your opponent up.

Lower body invincible 1~19F. Foot invincible 20~21F. Initial proration 80%. Hits crouching opponents on 20F (tested on Sol).

6H
GGAC Millia 6H.png
Hair-whip them to submission
GGXXACPR Millia 6H-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 Mid 16 3 25 -9 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
7.68 SR 18 Launch 60 15
GGAC Millia 6H.png
Situational party starter
GGXXACPR Millia 6H-Hitbox.png
•Slams down opponent on hit


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.

5D
GGAC Millia 5D.png
GGXXACPR Millia 5D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 High 27 3 23 -12 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 8~23F Low Profile
30~41F Feet
R 13 Launch 48 14 13
GGAC Millia 5D.png
GGXXACPR Millia 5D-Hitbox.png
•Millia is in CH state during move


Universal overhead. Rarely used as an overhead option.

Low profile 8~23F. Foot invincible 30~41F. Millia is in CH state during entire move.

2P
GGAC Millia 2P.png
GGXXACPR Millia 2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
9 Mid 5 2 6 +2 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 85% CSR 9 10 10 11
GGAC Millia 2P.png
Hair stab, not disjointed
GGXXACPR Millia 2P-Hitbox.png


Shorter range than 2k. Hits mid and is primarily used after throw for burst baiting.

Initial prorate 85%.

2K
GGAC Millia 2K.png
GGXXACPR Millia 2K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Low 5 2 7 +1 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 75% CSR 9 10 10 11
GGAC Millia 2K.png
World's best crouching light kick
GGXXACPR Millia 2K-Hitbox.png


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%.

2S
GGAC Millia 2S.png
GGXXACPR Millia 2S-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Low 9 4 15 -5 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% SJR 13 14 14 13
GGAC Millia 2S.png
GGXXACPR Millia 2S-Hitbox.png


Low hit and has better proration than 2k but starts up slower. Can be used as part of high/low mixup pressure.

2H
GGAC Millia 2H.png
GGXXACPR Millia 2H-1-Hitbox.png

Frames 11-12

GGXXACPR Millia 2H-2-Hitbox.png

Frames 13-15

GGXXACPR Millia 2H-3-Hitbox.png

Frames 16-17

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36 Mid 11 7 12 -2 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% 1~3F Low Profile SJR 16 Launch 20 14
GGAC Millia 2H.png
Gatling into this on hit when possible
GGXXACPR Millia 2H-1-Hitbox.pngGGXXACPR Millia 2H-2-Hitbox.pngGGXXACPR Millia 2H-3-Hitbox.png
Frames 11-12 • Frames 13-15 • Frames 16-17
•Untechable on CH for 48F


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).

2D
GGAC Millia 2D.png
GGXXACPR Millia 2D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Low 13 3 12 -1 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 10~21F Feet SR 13 Down 14 13
GGAC Millia 2D.png
Very long-ranged low profile poke
GGXXACPR Millia 2D-Hitbox.png


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.

j.P
GGAC Millia jP.png
Aerial hair stab
GGXXACPR Millia jP-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 High/Air 5 6 8 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSR 9 10 10 11
GGAC Millia jP.png
Aerial hair stab, disjointed
GGXXACPR Millia jP-Hitbox.png


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.

j.K
GGAC Millia jK.png
GGXXACPR Millia jK-1-Hitbox.png

Frames 4-6

GGXXACPR Millia jK-2-Hitbox.png

Frames 7-9

GGXXACPR Millia jK-3-Hitbox.png

Frames 10-12

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 High/Air 4 9 9 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC Millia jK.png
GGXXACPR Millia jK-1-Hitbox.pngGGXXACPR Millia jK-2-Hitbox.pngGGXXACPR Millia jK-3-Hitbox.png
Frames 4-6 • Frames 7-9 • Frames 10-12


Useful for catching opponents above you. It is also an important tool for air combos, as this confirms into j.S, j.H, or K/S pin. Also serves a purpose with mixups and fuzzy guards.

j.S
GGAC Millia jS.png
GGXXACPR Millia jS-1-Hitbox.png

Frames 9-11

GGXXACPR Millia jS-2-Hitbox.png

Frames 12-14

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 High/Air 9 6 12 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Millia jS.png
GGXXACPR Millia jS-1-Hitbox.pngGGXXACPR Millia jS-2-Hitbox.png
Frames 9-11 • Frames 12-14
•Air dash cancelable


Your main air to ground move and combo filler. Air dash cancelable on block allowing you to do airdash mixups.

Air dash cancellable.

j.H
GGAC Millia jH.png
"Spread out your wings, you are an angel"
GGXXACPR Millia jH-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 High/Air 12 3 11 3 8 9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 Launch 20 13
GGAC Millia jH.png
GGXXACPR Millia jH-Hitbox.png
•Air dash cancelable


Solid air to air and good amount of untech time. Shorter range than j.D which doesn't make it your go to air to air. If the opponent is close to where they can beat your j.D, j.H is a better choice.

Floats opponent on hit (untechable for 20F). Air dash cancellable.

j.D
GGAC Millia jD.png
I Said Kneel
GGXXACPR Millia jD-1-Hitbox.png

Frames 17-18

GGXXACPR Millia jD-2-Hitbox.png

Frames 19-23

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
48 High/Air 17 7 9+6 after landing 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 80% SR 16 Launch 38 + WBounce 14
GGAC Millia jD.png
GGXXACPR Millia jD-1-Hitbox.pngGGXXACPR Millia jD-2-Hitbox.png
Frames 17-18 • Frames 19-23
•Air dash cancelable


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). Air dash cancellable.

j.2H
GGAC Millia j2H.png
Millia-copter
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22×3 High/Air 8 4(2)6(2)4 17 2 5×3 9×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×3 SR 11 12 16 12
GGAC Millia j2H.png
Don't press this outside of a combo
GGACR Millia j2H Hitbox 1.pngGGACR Millia j2H Hitbox 2.pngGGACR Millia j2H Hitbox 3.pngGGACR Millia j2H Hitbox 4.png
•Slams down opponent on air hit


Slams down opponent on air hit (untechable for 16F).


Universal Mechanics

Ground Throw
GGAC Millia throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 40 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 40% Launch 28
GGAC Millia throw.png
•Sends opponent on opposite side of throw direction
•Millia has 15F to juggle opponent on successful throw


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 f.S 2h when landed.

Air Throw
GGAC Millia airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
55 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% 60 + WBounce
GGAC Millia airThrow.png


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.

Dead Angle Attack
GGAC Millia cS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 Mid 7 6 33 -25 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 40% 1~12F All
13~40F Throw
R 13 Launch 40 13
GGAC Millia cS.png
GGACR Millia DAA Hitbox 1.pngGGACR Millia DAA Hitbox 2.png


Fully invincible 1~12F. Throw invincible 13~40F. Floats opponent on hit (untechable for 40F). Initial prorate 40%.


Specials

Lust Shaker
214S, SxN
GGAC Millia 214S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214S
Lust Shaker
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12×N All 10 1(3)×N 8 +5 3 10×N 7×N
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/1.20xN R 13 14 14 6
GGAC Millia 214S.png
GGACR Millia 214S Hitbox 1.pngGGACR Millia 214S Hitbox 2.pngGGACR Millia 214S Hitbox 3.png
•Listed Frame Adv is for no repeated hits
•Can cancel to Longinus, Iron Saviour, or Roll from 8F onwards
•Minimum 4 hits, maximum 30 hits


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.

Tandem Top
Tandem Top
236S/H
GGAC Millia 236S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
S


236S
S Tandem Top
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 All 11 13 15 -1 3 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.25/1.20 F 13 Launch 22 + WBounce 13 3~4F
GGAC Millia 236S.png
Use an instant disc...
GGACR Millia 236S Hitbox.png
Hitbox stays the same for H disc
•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

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. FRC timing 3~4F. Disc disappears if Millia gets hit. Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears.

H


236H
H Tandem Top
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 All 60 33 Total 32 3 0 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.25/1.20 F 13 Launch 28 + WBounce 13 20~21F
GGACR Millia 236H-1.pngGGACR Millia 236H-2.png
...or set a delayed one for okizeme
•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

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 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. FRC timing 20~21F. Disc disappears if Millia gets hit. Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears.

Bad Moon
j.236P
GGAC Millia j236P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.236P
Bad Moon
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24×N High/Air 11 Until landing 22 after landing -15 3 8 7×N
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/1.80xN 80% RF 13 Launch 30 6 5~7F after landing or block
GGAC Millia j236P.png
GGACR Millia j236P Hitbox 1.pngGGACR Millia j236P Hitbox 2.pngGGACR Millia j236P Hitbox 3.pngGGACR Millia j236P Hitbox 4.png
•Millia is crouching during landing recovery
•Listed Recovery is on whiff
•On whiff, Recovery 1~15F are airborne
•Listed Frame Adv is for fastest possible TK Bad Moon (Startup 16F)
•Has minimum height requirement of 5050 units (roughly 50,50 pixels)


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 (2369P). It becomes a 16F overhead that is fast. 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.

Turbo Fall
j.236K
GGAC Millia j236K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.236K
Turbo Fall
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Until landing+12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/- F 14~15F
GGAC Millia j236K.png
Yet another air movement option
GGACR Millia j236K Hitbox.png
•Can pass through opponent during fall
•Fastest possible TK Turbo Fall has total duration 29F
•Has minimum height requirement of 5050 units (roughly 50,50 pixels)
•Landing recovery is cancellable into Special Moves


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.

Forward Roll
214K
GGAC Millia 214K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214K
Forward Roll
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 24
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/- 2~3F Low Profile
4~15F Very Low Profile
GGAC Millia 214K.png
Goes under way more moves than you think
GGACR Millia 214K Hitbox.png
Very low profile
•Can pass through opponent
•Millia is in CH state 1~15F
•Can pick up Hairpin during move


A roll that shrinks her hitbox and go under some attacks. Used mainly in pressure and tick throw setup. It is not throw-invincible though and can be punished on reaction if too predictable.

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
GGAC Millia 214P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214P
Iron Savior
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36 Low 17 Until corner 18+8 after landing -13 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 90% RF 13 Launch 60 13 17~22F
GGAC Millia 214P.png
Deceptively hard to distinguish from TK Bad Moon
GGACR Millia 214P Hitbox.png
•Millia is airborne from 7F onwards
•Blows back opponent on hit


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.

Silent Force
Silent Force
j.214K/S/H
GGAC Millia j214S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
K

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 j.K in fuzzy guard setups to confirm into a combo without disc or meter.

(??) Active window: (1)1(1) ??? 2(1)xn

S

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.

H


j.214H
H Silent Force
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 All 16 1(1)×n Total 18 2 0 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/2.40 80% 11 12 33 12
GGAC Millia j214S.png
Your new best friend
GGACR Millia j214S Hitbox.png
First active
•Staggers on ground CH (max 35F)
•Millia is in CH state during move
•Has minimum height requirement of 3001 units (roughly 30,01 pixels)
•See note ※1

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 j.214s 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.

Secret Garden
214H > Direction + H
GGAC Millia 214H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214H > H
Secret Garden
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30×5 All 56 18(8) Total 74 3 0 7×5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.00/1.20×5 13 14 14 13
GGAC Millia 214H.png
Please don't DP this
GGACR Millia 214H Hitbox.png
•Millia is in CH state 1~55F
•Bubble guaranteed to come out after 52F
•Accepts up to 4 additional inputs to control direction of bubble 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 bubble disappears


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.


Force Breaks

FB Pretty Maze
236D
GGAC Millia 236D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236D
Pretty Maze
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22×3 All 43 41 Total 33 4 0 5×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
16 Launch 35 14 6~8F
GGAC Millia 236D.png
GGACR Millia 236D Hitbox 1.pngGGACR Millia 236D Hitbox 2.png
First active • Last active
•Millia is airborne from 1~20F
•Pulls in opponent on hit/block
•Millia is in CH state during move
•Disc guaranteed to appear after 22F
•Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears


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.

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.

Aerial FB Pretty Maze
j.236D
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.236D
Air Pretty Maze
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 All 13 33 Total 21 5 0 12
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
F 18 Launch 50 + WBounce 15 4~6F
GGAC Millia 236D.png
GGACR Millia 236D Hitbox 1.pngGGACR Millia 236D Hitbox 2.png
First active • Last active
•Millia is in CH state until landing
•Disc guaranteed to appear after 12F
•Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears
•None of usage restrictions apply to Air Pretty Maze


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.

FB Secret Garden
j.214D
GGAC Millia j214D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.

Longinus
214D during Lust Shaker
GGAC Millia 214D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214S > 214D
Longinus
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35 All 5 8 6 +7 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Forced 80% R 20 Launch 55 + WStick 26 15
GGAC Millia 214D.png
GGACR Millia 214D Hitbox.png
•Custom Blockstun


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%.


Overdrives

Winger
2141236H, air OK
GGAC Millia 214236H.png
Ground
GGAC Millia j214236H.png
Air
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


2141236H
Winger
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40,25×4,80 Mid×5, High 6+1 2×5(10)15 30 after landing -21 5 20×5,15 6×6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~7F All RF 18 Launch 60×5, 60 + Slide 35 15 23~24F
GGAC Millia 214236H.png
Ground
GGACR Millia 214236H Hitbox 1.pngGGACR Millia 214236H Hitbox 2.pngGGACR Millia 214236H Hitbox 3.pngGGACR Millia 214236H Hitbox 4.pngGGACR Millia 214236H Hitbox 5.pngGGACR Millia 214236H Hitbox 6.png
Frames 6-7 • Frames 8-9 • Frames 10-11 • Frames 12-13 • Frames 14-15 • Final ground/only air hitbox
Air


j.2141236H
Air Winger
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
80 High/Air 1+6 Until landing 30 after landing -13 5 15 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
70% 1~7F All R 18 Launch 60 + Slide 36 15
GGAC Millia j214236H.png
Air
GGACR Millia 214236H Hitbox 6.png
Final ground/only air hitbox
•Slides on CH (untechable for 73F, slides for 46F)

Ground version is her only reversal move that has invincible startup. Has an FRC point to make it safe, but it is not advised to rely on this to get out of pressure all the time.

Air version has initial prorate 70%. Strike invincible 1~7F. Slides opponent on hit (untechable for 60F, slides for 36F).

Emerald Rain
236236S
GGAC Millia 236236S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236236S
Emerald Rain
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36×3 All 4+2 Total 75 -3 3 10×3 7×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~5F Strike 13 Launch 120 + WBounce 13
GGAC Millia 236236S.png
GGACR Millia 236236S Hitbox.png
•2nd disc has startup 26F, 3rd disc has startup 46F


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.


Instant Kill

Iron Maiden
236236H
GGAC Millia IK1.png
GGAC Millia IK2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

The only good thing is that it tracks, making it particularly good against A.B.A. Other than that, not worth using.


Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation

To edit frame data, edit values in GGACR/Millia Rage/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.