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{{ | ==Overview== | ||
= | {{GGML/CharacterLinks}} | ||
{{ | <div id="home-content" class="home-grid"> | ||
| | {{card|width=4 | ||
|header= | |||
| | |content=Millia is a radically different character in Missing Link, missing many moves that normally define her playstyle. Instead, she's a hit and run style zoner, primarily using her projectiles '''Living Lancer''', '''Tandem Top''', and '''Iron Maiden''' to noncommittally zone out opponents. If this were all that was strong about her then she'd be an excellent character already, but it doesn't stop there. She has one of the best sets of normals in the game, with her disjointed '''f.S''', ginormous '''j.S''', and two of the best anti-airs in the entire game with '''6P''' and '''2H'''. Furthermore, her mixup game isn't lacking either with a 5H overhead that leads to infinites, unreactable left rights using '''Living Lancer''', and a 3F IK with an absurd amount of active frames. Add in her excellent movement with excellent ground speeds and two airdashes and you get a character who's near impossible for most of the cast to fight in the neutral game. She has a small chink in her armor, that being weak guard cancel options, but for that to even matter the opponent needs to get her on the defensive. This marks the beginning of Millia's long legacy of top tier placements throughout the series. | ||
}} | |||
{{GGML/Infobox | |||
|fastestAttack={{MMC|input=2H|label=2H}} (4F)<br/> {{MMC|input=S+H|label=Dust Attack}} (1F)<br/> | |||
|reversal={{MMC|input=236236H|label=Iron Maiden}} (4F)<br/> {{MMC|input=S+H|label=Dust Attack}} (no invuln, 1F) | |||
}} | |||
{{ProsAndCons | |||
|intro = zones opponents using strong projectiles and movement options. | |||
|pros= | |pros= | ||
* ''' | * '''Desperation Abuse''': Millia is THE best character at abusing infinite supers in the game. [[{{PAGENAME}}#Iron Maiden|Iron Maiden]] spam is extremely difficult for most characters to contest and does a huge amount of damage even on block. Killing Millia without letting her get into Desperation is almost necessary. | ||
* ''' | * '''Oppressive Zoning''': Millia's [[{{PAGENAME}}#Living Lancer|Living Lancer]] is easily one of if not the best projectile in the game. Add in [[{{PAGENAME}}#Tandem Top|Tandem Top]] and [[{{PAGENAME}}#Iron Maiden|Iron Maiden]] and she becomes near unapproachable. | ||
* ''' | * '''Flexible Movement Options''': Having 2 full airdashes, a fast walk and dash, and Forward Roll, Millia is highly mobile. | ||
* '''Strong Normals''': Many of Millia's normals are not only fast but also long range and disjointed, notable examples being her f.S and j.S. On top of that she has one of the better IKs in the game with a 3F startup. | |||
* '''Strong Normals''': Many of Millia's normals are not only fast but also long range and disjointed, notable examples being her f.S and j.S. | * '''Powerful Anti-Airs''': In a game where few characters have good anti-air options, Millia has her 6P, an absurdly active upwards punch, and 2H, a fast and ridiculously disjointed upwards swipe. Both of these are air unblockable too. | ||
* '''Solid Mixups''': While not on the same level as her later iterations, Millia can mixup with her 5H overhead, many lows, j.H instant overhead, Living Lancer left rights, tick throws, and incredible IK to force the opponent to open up. | |||
|cons= | |cons= | ||
* ''' | * '''Difficult CC Infinite''': Millia's CC infinite has a lot less range than other characters' infinites. While it is possible to convert into it from longer ranges, it requires an incredibly difficult combo route that is easily dropped. Alternative infinites suffer from the same issues or are situational. | ||
* '''Weak Guard Cancels''': None of Millia's specials are particularly good for guard cancels, and even her best option, [[{{PAGENAME}}#Forward Roll|Forward Roll]], can be punished if read by the opponent or when used poorly. | * '''Weak Guard Cancels''': None of Millia's specials are particularly good for guard cancels, and even her best option, [[{{PAGENAME}}#Forward Roll|Forward Roll]], can be punished if read by the opponent or when used poorly. | ||
}} | }} | ||
</div> | |||
==Normals== | ==Normals== | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=5P | |input=5P | ||
|description= | |description=Decently fast button with a solid disjoint. Can be a situational anti-air or abare button but usually Millia has something better she could be doing. Whiffs on most crouching characters. | ||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=5K | |input=5K | ||
|description=Quick kick that gattlings into itself. | |description=Quick kick that gattlings into itself and her P normals. Has little use in ML since other normals can do everything it does better and at a lower risk. Has a hitbox during what appears to be recovery, making it harder to whiff punish than it looks. | ||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=f.S | |input=f.S | ||
|description= | |description=Decievingly long ranged normal that can confirm into a CC infinite from most ranges and [[{{PAGENAME}}#Tandem Top|Tandem Top]] at farther distances. It can be hard to combo from at max distance but going into [[{{PAGENAME}}#Living Lancer|Living Lancer]] is never a bad option. With practice f.S can be CCed to combo into itself, and in turn into her infinite even from max range. It's by far her best poke in neutral thanks to it's quick startup, disjointed hitbox, and high reward. The only issue is the long whiff recovery. | ||
}} | }} | ||
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}} | }} | ||
===<big> | ===<big>Fierce Strike</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=6P | |input=6P | ||
|description=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. | |description=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 Disjointed enough that even against the more absurd jump ins like {{Character Label|GGML|Ky}} j.S, it'll clash at worst. When jump canceled it can combo into her air buttons thanks to how fast they are, even if the opponent techs. | ||
*Air unblockable | *Air unblockable | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=2P | |input=2P | ||
|description=Main hitbox hits on '''frame 6'''. | |description=Main hitbox hits on '''frame 6'''. Decently fast low with a solid hitbox. Confirms into CC infinite easily. | ||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=2K | |input=2K | ||
|description=Low kick that gattlings into itself. Can be used for | |description=Low kick that gattlings into itself. Can be used for the same purposes as 2P except it's slightly faster, making it better in the vast majority of situations. | ||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=2H | |input=2H | ||
|description=Incredibly fast and disjointed normal that works | |description=Incredibly fast and disjointed normal that works primarily as an incredible anti-air. It'll beat everything but the most disjointed aerials. It's her main CC infinite combo tool as it's fast while inflicting high hitstun, but it's lack of range makes hers a bit more challenging. Additionally, it's a 4F button making it her fastest normal, giving it occasional use for abare. Anti-air hitbox comes out '''frame 8'''. | ||
*Air unblockable | *Air unblockable | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=j.P | |input=j.P | ||
|description= | |description=Despite being her j.P this is technically Millia's slowest air normal, although j.S is functionally slower. As far as her kit is concerned this move serves basically zero purpose. The hitbox is nice but j.S can do everything it does but better while only being a frame slower and j.K is 4F making it significantly better when she wants to do a low commit air to air. | ||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=j.K | |input=j.K | ||
|description= | |description=Incredibly fast two hitting air to air button. Also good combo filler for dust combos. Great for hitting opponents out of the air, particularly characters like {{Character Label|GGML|Baiken}} and {{Character Label|GGML|May}} who use air stalling as a major part of their gameplan. | ||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=j.S | |input=j.S | ||
|description= | |description=Millia's best air normal and one of the best in the game. Gigantic disjointed air normal that's great at both landing and air to air. It's so disjointed in fact that there's no anti-air it can't clash with if timed right. For some bizarre reason it's first two frames have a tiny hitbox. This is more useful than it initially seems as it makes j.S impossible to beat in a clash as well as give it use as a reaction air to air, although j.H is better in that respect. Overall though, there's almost never a bad time to be using j.S. Can IOH a few chars but stick to j.H for that. | ||
*Main hitbox comes out '''frame 8''' | |||
*Both the small hitbox and the big one can hit on grounded opponents, but only one will hit air opponents. | |||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=j.H | |input=j.H | ||
|description= | |description=Instant downward angled aerial with no recovery, yet still niche in use compared to j.S. Does have a hitbox for the entire duration but it's small enough that Millia is still open to anti-airs. Hurting it further is that it has consistency issues comboing into itself, often dropping partway through. It's primary uses come in using it as a reaction air to air should the opponent try to meet her there, and more importantly as an IOH. Since it's so fast and has a decent angle it can hit some characters crouching when done as early as possible from a jump. This makes it a solid mixup tool in the matchups where it works. | ||
<u>Can be used against the following characters when crouching:</u> | <u>Can be used against the following characters when crouching:</u> | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=S+H | |input=S+H | ||
|description= | |description=Frame 1 grounded move with a stupid amount of active frames. If this were a game without infinites it would probably be stupidly good punish. This is still a valuable tool for Millia to make use of as she lacks a strong defensive special. When used for abare it'll trade favorably at worst as long as the opponent was in range or didn't tick throw. Doesn't launch when it hits in the latter half of its active frames. | ||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=6H or 4H | |input=6H or 4H | ||
|description=Throws the opponent backwards towards a wall, causing a wallbounce if they reach it before teching. | |description=Throws the opponent backwards towards a wall, causing a wallbounce if they reach it before teching. Forced sideswitch throw. Slightly above average as far as ML throws go as even on tech it gets her space to work with. While rare, if the opponent is thrown into the corner Millia can walk forward to corner steal, creating a dirty 50/50 situation. | ||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=P+K > 236X | |input=P+K > 236X | ||
|description= | |description=Tied for the fastest IK in the game, although it's invuln and recovery isn't as insane as {{Character Label|GGML|Chipp}}'s. The invuln only covers above her knees and has a vulnerable point halfway through and at the end, making it easier to hit compared to other IKs. However, it's a 3F IK, and it more than serves it's purpose of being an occasional mixup tool and counter poke in neutral. | ||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=236S|versioned=yes | |input=236S|versioned=yes | ||
|description= | |description=A slow-to-start projectile that pollutes the screen once established, and can be special canceled at any point in its animation for safety. | ||
The projectile 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 [[{{PAGENAME}}#Hungry Bee|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, most often with a second Living Lancer, [[{{PAGENAME}}#Living Lancer (High)|Living Lancer (High)]], [[{{PAGENAME}}#Tandem Top|Tandem Top]], and 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. | |||
Living Lancer doesn't disappear when Millia is hit or while she's blocking, meaning even in the incredibly rare circumstance the opponent gets past it and puts her on the defensive, she can use [[{{PAGENAME}}#Hungry Bee|Hungry Bee]] to punish the opponent. It can even combo break. | |||
*Max of 2 Living Lancers on screen at once. | *Max of 2 Living Lancers on screen at once. | ||
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===<big>Living Lancer (High)</big>=== | ===<big>Living Lancer (High)</big>=== | ||
{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=214S | |input=214S|versioned=yes | ||
|description=Has all the same properties as regular Living Lancer except it launches the thread of hair at a diagonal up forward angle. | |description=Has all the same properties as regular Living Lancer except it launches the thread of hair at a diagonal up forward angle. | ||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=S+Any Direction | |input=S+Any Direction | ||
|description=After launching a [[{{PAGENAME}}#Living Lancer|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. | |description=After launching a [[{{PAGENAME}}#Living Lancer|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. This can be done out of any state, even ''hitstun''. | ||
*If there are two Living Lancers out, then Hungry Bee will activate on whichever you launched first. | *If there are two Living Lancers out, then Hungry Bee will activate on whichever you launched first. | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=623S | |input=623S | ||
|description= | |description=While at an initial glance you may look at Tandem Top in this game and assume a longstanding lynchpin of okizeme would be bad or useless in a game that has no "true" oki scenarios, and for that aspect you'd mostly be right. Instead, Tandem Top is an excellent space control tool that combines the neutral/combo aspect of {{clr|S|S}} disc and the lingering active projectile of {{clr|H|H}} disc to create an obnoxious, multi-purpose special move that's almost never bad to use. Oops! | ||
All of the hitboxes on Tandem Top are absolutely gigantic, and they anti-air with ease at virtually any stage of the animation. Expanding Millia's hurtbox little if at all, they're also able to counterpoke almost anything the opponent throws at her, and due to being a projectile, will also win or go neutral against fireballs. While not the fastest attack on display, due to this safety and Millia's ease of creating space with the opponent & holding that space very strongly, Tandem Top is a great way to get some breathing room so your stonewalling of the opponent can get started. | |||
On hit, the attack launches, though it generally pushes the opponent to the other end of the screen, which is a position almost always favorable for Millia, also doubling as a way of making it typically safe despite the launch. It's very difficult for many characters to get around or properly contest Tandem Top when both players are on even footing in neutral, and this isn't even her best zoning tool by any stretch. It can also see use as a damage cash-out if you're too far to start an infinite. | |||
*The projectile lasts 47 frames. | *The projectile lasts 47 frames. | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=f.S > SxN | |input=f.S > SxN | ||
|description= | |description=On paper a very good move for pressure and confirms but is held back due to it whiffing on crouch against most of the cast. It has 0 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 very low, assuring that Millia can continue her pressuren after (if the opponent happens to be stand blocking). Again though, this whiffs on crouch against everyone except {{Character Label|GGML|Potemkin}} and {{Character Label|GGML|Justice}}, rendering it mostly useless. | ||
}} | }} | ||
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|description=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. | |description=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 | It's also going to be her main guard cancel special, as none of her other options are fast or otherwise good defensively. When used like this, the pushback of the normal that was GCed is still applied, meaning you might end up next to the opponent and punishable. Forward Roll also has the tendency to get caught by some multihits and autopiloted gatling strings, so try to be cautious of when you use it in a pressure string. | ||
Fortunately, Millia also has her 1f Dust to get out of pressure, behaving favorably on trade and giving you a fullscreen reset if it hits naturally. Forward Roll can be done during blockstun, however, giving both their own use. | |||
*In standing recovery for 2 frames | *In standing recovery for 2 frames | ||
}} | }} | ||
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{{GGML_Move_Card | {{GGML_Move_Card | ||
|input=236236H | |input=236236H | ||
|description=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. | |description=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. Just 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. | |||
Iron Maiden is, frame data wise, an invuln reversal, though attempting to use it at point blank will typically make you substantially minus on hit and punishable. The initial unblockable strike hitbox whiffs on most crouching and some standing characters in addition to being stubby, so don't depend on the invulnerability for much unless you have a significant health lead and the opponent is likely to die by going for a punish. | |||
*First projectile appears frame 5, then 9, 13, 17, and 21 | *First projectile appears frame 5, then 9, 13, 17, and 21 | ||
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==Colors== | ==Colors== | ||
{{GGMLColors|Character=Millia|Size= | {{GGMLColors|Character=Millia|Size=220}} | ||
==Navigation== | ==Navigation== | ||
{{notice|To edit frame data, edit values in [[{{#titleparts:{{PAGENAME}}| 1 | 1}}/{{#titleparts:{{PAGENAME}}| 1 | 2 }}/Data]].}} | |||
{{# | {{GGML/Navigation | ||
{{ | |summary=Millia debuts in Guilty Gear as a zoner instead of a setplay character, but to nobody's surprise she's so broken she's Top 2 without even being able to reliably infinite you off of any hit. | ||
}} | |||
[[Category:Guilty Gear|Millia]] |
Revision as of 03:44, 18 February 2024
Overview
Millia zones opponents using strong projectiles and movement options.
- Desperation Abuse: Millia is THE best character at abusing infinite supers in the game. Iron Maiden spam is extremely difficult for most characters to contest and does a huge amount of damage even on block. Killing Millia without letting her get into Desperation is almost necessary.
- Oppressive Zoning: Millia's Living Lancer is easily one of if not the best projectile in the game. Add in Tandem Top and Iron Maiden and she becomes near unapproachable.
- Flexible Movement Options: Having 2 full airdashes, a fast walk and dash, and Forward Roll, Millia is highly mobile.
- Strong Normals: Many of Millia's normals are not only fast but also long range and disjointed, notable examples being her f.S and j.S. On top of that she has one of the better IKs in the game with a 3F startup.
- Powerful Anti-Airs: In a game where few characters have good anti-air options, Millia has her 6P, an absurdly active upwards punch, and 2H, a fast and ridiculously disjointed upwards swipe. Both of these are air unblockable too.
- Solid Mixups: While not on the same level as her later iterations, Millia can mixup with her 5H overhead, many lows, j.H instant overhead, Living Lancer left rights, tick throws, and incredible IK to force the opponent to open up.
- Difficult CC Infinite: Millia's CC infinite has a lot less range than other characters' infinites. While it is possible to convert into it from longer ranges, it requires an incredibly difficult combo route that is easily dropped. Alternative infinites suffer from the same issues or are situational.
- Weak Guard Cancels: None of Millia's specials are particularly good for guard cancels, and even her best option, Forward Roll, can be punished if read by the opponent or when used poorly.
Normals
- Damage
- A quantification of how a character's health bar is reduced when they are hit.
- Guard
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Low
- Guarded against while crouching
- Mid
- Guarded against in either the crouching or standing state, but not while airborne
- High
- Guarded against in the standing state
- All
- Guarded against while crouching, standing, or while airborne
- Throw
- Cannot be guarded against, but only applies to grounded opponents
- Unblockable
- Cannot be guarded against
- Startup
- 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.
- Active
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- Recovery
- The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
- On-Block
- 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.
- On-Hit
- 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.
- Invuln
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3 | All | 6 | 4 | 9 | -5 | +2 | none |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | All | 8 | 8(8)3 | 9 | -20 | -14 | none |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | All | 8 | 8 | 11 | -9 | +2 | none |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
8 | All | 8 | 4 | 23 | -17 | -6 | none |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Overhead | 16 | 11 | 13 | -11 | +6 | none |
Fierce Strike
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Mid | 6 | 17 | 7 | -16 | -13 | none |
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 Disjointed enough that even against the more absurd jump ins like Ky j.S, it'll clash at worst. When jump canceled it can combo into her air buttons thanks to how fast they are, even if the opponent techs.
- Air unblockable
2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3 | Low | 3 | 11 | 5 | -5 | +2 | none |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Low | 5 | 3 | 13 | -6 | +5 | 3 |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 9 | 4 | 14 | -7 | +4 | none |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Mid | 4 | 9 | 11 | -10 | +7 | none |
Incredibly fast and disjointed normal that works primarily as an incredible anti-air. It'll beat everything but the most disjointed aerials. It's her main CC infinite combo tool as it's fast while inflicting high hitstun, but it's lack of range makes hers a bit more challenging. Additionally, it's a 4F button making it her fastest normal, giving it occasional use for abare. Anti-air hitbox comes out frame 8.
- Air unblockable
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3 | Overhead | 7 | 4 | 9 | none |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7x2 | Overhead | 4 | 4,4 | 11 | none |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | Overhead | 1 | 2(5)3 | 9 | none |
Millia's best air normal and one of the best in the game. Gigantic disjointed air normal that's great at both landing and air to air. It's so disjointed in fact that there's no anti-air it can't clash with if timed right. For some bizarre reason it's first two frames have a tiny hitbox. This is more useful than it initially seems as it makes j.S impossible to beat in a clash as well as give it use as a reaction air to air, although j.H is better in that respect. Overall though, there's almost never a bad time to be using j.S. Can IOH a few chars but stick to j.H for that.
- Main hitbox comes out frame 8
- Both the small hitbox and the big one can hit on grounded opponents, but only one will hit air opponents.
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | Overhead | 1 | 27 | 0 | none |
Instant downward angled aerial with no recovery, yet still niche in use compared to j.S. Does have a hitbox for the entire duration but it's small enough that Millia is still open to anti-airs. Hurting it further is that it has consistency issues comboing into itself, often dropping partway through. It's primary uses come in using it as a reaction air to air should the opponent try to meet her there, and more importantly as an IOH. Since it's so fast and has a decent angle it can hit some characters crouching when done as early as possible from a jump. This makes it a solid mixup tool in the matchups where it works.
Can be used against the following characters when crouching:
Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 1 | 8(4)8(4)13 | 0 | -16 | +70 | none |
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | Throw | N/A | none |
Dash Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | All | 23 |
Instant Kill
Bug Bite
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
FATAL | All | 3 | 6 | 7 | N/A | N/A | Above Knees 1~3,5~8 |
Specials
Living Lancer
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Living Lancer Lv1 | 14 | All | 30 | none | ||||
Living Lancer Lv2 | 22 | All | 29 | none | ||||
Living Lancer Lv3 | 33 | All | 28 | none |
A slow-to-start projectile that pollutes the screen once established, and can be special canceled at any point in its animation for safety.
The projectile 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, most often with a second Living Lancer, Living Lancer (High), Tandem Top, and 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.
Living Lancer doesn't disappear when Millia is hit or while she's blocking, meaning even in the incredibly rare circumstance the opponent gets past it and puts her on the defensive, she can use Hungry Bee to punish the opponent. It can even combo break.
- 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)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|---|
Living Lancer (High) Lv1 | 14 | All | 30 | none | ||||
Living Lancer (High) Lv2 | 22 | All | 29 | none | ||||
Living Lancer (High) Lv3 | 33 | All | 28 | none |
Hungry Bee
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
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. This can be done out of any state, even hitstun.
- If there are two Living Lancers out, then Hungry Bee will activate on whichever you launched first.
Tandem Top
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | All | 14 | 15 | 15 | -17 | -20 | none |
While at an initial glance you may look at Tandem Top in this game and assume a longstanding lynchpin of okizeme would be bad or useless in a game that has no "true" oki scenarios, and for that aspect you'd mostly be right. Instead, Tandem Top is an excellent space control tool that combines the neutral/combo aspect of S disc and the lingering active projectile of H disc to create an obnoxious, multi-purpose special move that's almost never bad to use. Oops!
All of the hitboxes on Tandem Top are absolutely gigantic, and they anti-air with ease at virtually any stage of the animation. Expanding Millia's hurtbox little if at all, they're also able to counterpoke almost anything the opponent throws at her, and due to being a projectile, will also win or go neutral against fireballs. While not the fastest attack on display, due to this safety and Millia's ease of creating space with the opponent & holding that space very strongly, Tandem Top is a great way to get some breathing room so your stonewalling of the opponent can get started.
On hit, the attack launches, though it generally pushes the opponent to the other end of the screen, which is a position almost always favorable for Millia, also doubling as a way of making it typically safe despite the launch. It's very difficult for many characters to get around or properly contest Tandem Top when both players are on even footing in neutral, and this isn't even her best zoning tool by any stretch. It can also see use as a damage cash-out if you're too far to start an infinite.
- The projectile lasts 47 frames.
Lust Shaker
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7xN | All | 1 | 0 | none |
Forward Roll
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
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 or otherwise good defensively. When used like this, the pushback of the normal that was GCed is still applied, meaning you might end up next to the opponent and punishable. Forward Roll also has the tendency to get caught by some multihits and autopiloted gatling strings, so try to be cautious of when you use it in a pressure string.
Fortunately, Millia also has her 1f Dust to get out of pressure, behaving favorably on trade and giving you a fullscreen reset if it hits naturally. Forward Roll can be done during blockstun, however, giving both their own use.
- In standing recovery for 2 frames
Supers
Iron Maiden
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1,11x5 | Unblockable,All | 4 | 4 | 134 | Strike 1~3 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. Just 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.
Iron Maiden is, frame data wise, an invuln reversal, though attempting to use it at point blank will typically make you substantially minus on hit and punishable. The initial unblockable strike hitbox whiffs on most crouching and some standing characters in addition to being stubby, so don't depend on the invulnerability for much unless you have a significant health lead and the opponent is likely to die by going for a punish.
- 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.