|Lore:||Having lost her parents at a young age during the Crusades, Millia was taken in by Zato, the Assassin's Guild leader at the time, and was raised as an assassin.|
More years passed, and as the number of assassinations she committed increased over time, she became more conflicted and started questioning her life as an assassin. This led to her cutting tiest with Zato and the Guild amidst a large-scale operation, resulting in Zato being apprehended.
|Millia zones opponents using strong projectiles and movement options.|
How to Read Frame Data
- A quantification of how a character's health bar is reduced when they are hit.
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Guarded against while crouching
- Guarded against in either the crouching or standing state, but not while airborne
- Guarded against in the standing state
- Guarded against while crouching, standing, or while airborne
- Cannot be guarded against, but only applies to grounded opponents
- Cannot be guarded against
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- No results
Fast abare tool and situational anti-air, although it'll whiff on most characters crouching.
Quick kick that gattlings into itself. Useful for abare and occasionally as an anti-air. Has a hitbox during recovery, making it harder to whiff punish than otherwise.
Not quite the anti-air it is in later titles, and is mostly combo filler here. Can still anti-air but she has better options.
Surprisingly long ranged normal that can confirm into CC infinite from close distances and Tandem Top at farther distances. Can't combo into anything from max distance but going into Living Lancer is generally a good option. If you're really skilled then f.S can be CCed to combo into itself, and in turn into in infinite. Her best poke in neutral thanks to it's quick startup, disjointed hitbox, and high reward. The only issue is the long whiff recovery.
An anti-air and Millia's only grounded overhead in GGML. It hits crouching opponents on frame 23. The first 7 active frames are anti-air hitboxes. It's her longest range normal and is fully disjointed, but it's slow for a poke. On hit it confirms into CC infinite.
Fast and ridiculously active anti-air. Still has active frames while she appears to be in recovery. Launches opponents high up even on grounded hit, allowing it to be immediately teched, albeit in a disadvantageous position.
- Air unblockable
Main hitbox hits on frame 6. Quick low and also a good abare tool. Can be used as a low confirm into CC infinite.
Low kick that gattlings into itself. Can be used for poking and mixups. Slightly faster than 2P so it's more useful in more situations.
Despite how it looks this move doesn't hit low. Besides that, it's an inferior poke to f.S due to it's lack of disjoint and slower startup, the only advantage being slightly better range and recovery.
Incredibly fast and disjointed normal that works both as an anti-air and is your main combo tool for CC infinite. Will beat everything but the most disjointed aerials and can also be used for abare due to it being her fastest normal, although the short horizontal range does make it harder to use in those situations. Anti-air hitbox comes out frame 8.
- Air unblockable
Fast air normal that can be used as combo filler and for landing.
Fast two hitting air to air and combo filler.
Main hitbox comes out frame 8. Gigantic disjointed air normal that's great at landing and air to air. Actually comes out much faster than it appears, as it has a small close range hitbox. Both the small hitbox and the big one can hit on grounded opponents, but only one will hit air opponents.
Very fast downward angled aerial, but compared to her other air normals there isn't much reason to use it outside of combos. Does have a hitbox for the entire duration but it's small enough that you're still open to anti-airs. The multiple hits have consistency issues with comboing into each other. Comes out frame 1 so it can instant overhead some characters.
Can be used against the following characters when crouching:
One of the fastest dusts but unfortunately hits mid. If this were an honest game it would probably be a useful punish but if you have a punish opportunity, it's always better to go for CC infinite. Doesn't launch when it hits in the later active frames.
Throws the opponent backwards towards a wall, causing a wallbounce if they reach it before teching. Alright throw, but notably has some incredibly janky interactions in the corner which can setup some dirty left rights.
Millia's great air movement means you won't get it very often, but since she speeds up so fast she can do a very quick dash attack, even being able to combo into it in certain circumstances.
|FATAL||All||3||6||7||N/A||N/A||Above Knees 1~3,5~8|
Very fast but short.
|Living Lancer Lv1||14||All||30||none|
|Living Lancer Lv2||22||All||29||none|
|Living Lancer Lv3||33||All||28||none|
Millia launches a thread of hair from her head. The thread of hair will go about half of the screen before stopping and staying in place. It will spin and linger as an active hitbox for a little while before disappearing, from which you can launch it again using Hungry Bee. This move is key to Millia's gameplan and can be very oppressive. At any point during the move, it can be special canceled. This is most often done with a second Living Lancer, Living Lancer (High) and Living Lancer Charge. This is incredibly powerful, as it lets you quickly place two projectiles on the screen with no recovery. Higher charge levels increase the hitbox size, damage, and hitstun of the move. Additionally, the Level 3 version will destroy all projectiles except for other Level 3 projectiles like Ky's Level 3 Stun Edge.
- Max of 2 Living Lancers on screen at once.
- The entire duration of the move is special cancelable.
- Projectiles disappear after 75 frames.
- Level 3 does 8 more frames of hitstun.
Living Lancer (High)
|Living Lancer (High) Lv1||14||All||30||none|
|Living Lancer (High) Lv2||22||All||29||none|
|Living Lancer (High) Lv3||33||All||28||none|
Has all the same properties as regular Living Lancer except it launches the thread of hair at a diagonal up forward angle.
After launching a Living Lancer, if it doesn't hit an opponent, it will float in the air while spinning. During this time, hitting S in any direction will launch the Living Lancer in the direction you input. This is very powerful for zoning and applying pressure from a distance, and can even be used to snipe opponents in the air.
- If there are two Living Lancers out, then Hungry Bee will activate on whichever you launched first.
This move has a few uses in neutral, pressure, and combos. For combos, it's a consistent combo ender, although one you'd only use if you're too far to start an infinite. In neutral, the move has a surprisingly good anti-air and poking hitbox, and the long lingering projectile can catch opponents who like to blindly run in. For pressure, just like in future games, you can set the projectile meaty on a knocked down opponent to force a mixup, although her mix isn't as scary as it is in later titles.
- The projectile lasts 47 frames.
Very good move for chip damage and confirms. Has almost no recovery, making it incredibly plus on block or hit and even being able to link into normals to start an infinite. The pushback is also fairly low, meaning that as well as being a great chipping tool, it can reset pressure reliably. Unfortunately it has the major flaw of whiffing on most crouching and even some standing opponents, making it significantly hard to use in most matchups.
|N/A||N/A||N/A||N/A||Low Profile 1~11,15~21
Very Low Profile 11~15
Low profile movement option with low recovery. Goes about half the screen. While it can low profile many moves, it will get beaten by active and low hitting moves. Can go behind opponents for some crossups or to bait a guard cancel. Also has use in niche infinites.
It's also going to be her main guard cancel special, as none of her other options are fast and disjointed. When used like this, the pusback of the normal that was GCed is still applied, meaning you might end up next to the opponent and punishable.
- In standing recovery for 2 frames
Low Profile 51~129
Millia creates 5 level 3 Living Lancers that float for a little before homing in on the opponent's position. Has a small close range hitbox up close that can hit the opponent and will combo them into any projectiles that appear in front of her. One of the best supers in the game, and incredibly hard for most characters to contest. While it has a lot of recovery, the projectiles stay on screen for a long time and will often hit delayed from each other, making it unpunishable except in rare circumstances. They will track the opponent for as long as they're out, making it very difficult to get around. Jusst like regular Level 3 Living Lancers, the projectiles destroy and block any other projectiles with the sole exception of Ky's Level 3 Stun Edge. While the individual projectiles don't do high damage, they add up, especially since the move can very easily be spammed in desperation. While it is a fully invuln reversal, when done up close it's more likely to get punished so it's a bit risky.
- First projectile appears frame 5, then 9, 13, 17, and 21
- After 51 frames, they will start homing towards the opponent
- Any projectiles that don't hit the opponent will disappear after 134 frames
- The pattern of the projectiles appears to be random.