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==[[Dustloop_Wiki:Roadmap/GGACR#Millia|Roadmap]]== | |||
{{#lst:Dustloop_Wiki:Roadmap/GGACR|Millia}} | |||
==Navigation== | ==Navigation== |
Revision as of 16:20, 14 November 2019
Millia Rage |
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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.
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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.
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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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 |
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Situational anti-air to use if you are under your opponent as it goes straight, can help stop jump out in corners. |
f.S |
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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 |
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Slightly faster than f.S, but mostly combo filler. |
6P |
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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 |
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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 |
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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 |
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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 |
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Shorter range than 2k. Hits mid and is primarily used after throw for burst baiting. Initial prorate 85%. |
2K |
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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 |
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Low hit and has better proration than 2k but starts up slower. Can be used as part of high/low mixup pressure. |
2H |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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Slams down opponent on air hit (untechable for 16F). |
Universal Mechanics
Ground Throw |
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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 |
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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 |
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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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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 |
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Bad Moon j.236P |
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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 |
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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 |
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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 |
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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 |
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Secret Garden 214H > Direction + H |
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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 |
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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 |
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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 |
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Longinus 214D during Lust Shaker |
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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 |
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Emerald Rain 236236S |
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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 |
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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 •
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Controls •
Frame Data & System Data •
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Offense •
Defense •
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Misc •