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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Normals
5K |
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An upward kick. Primarily used for pressure, such as with the string 2K5K2K. It also gatlings into 6K and 2S for a high/low. Jump-cancellable if blocked. Attack is fully extended on 7F. |
c.S |
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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. |
f.S |
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Millia's primary ground poke. Gatlings into 5H, which then gatlings into 2D. Can't confirm into a knockdown at far ranges or off a launch, but can combo into Emerald Rain. |
5H |
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Slightly faster than f.S, but mostly just used as combo filler. |
6P |
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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. |
6K |
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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). |
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), 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. |
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 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. |
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 / j.236D |
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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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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
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