GGML/Millia

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Overview
Overview

Millia is overall a radically different character in Missing Link, missing moves that normally define her playstyle. Instead, she uses Living Lancer to aggressively zone opponents out and her strong movement options to either evade or close in for a combo.

 Millia  Millia zones opponents using strong projectiles and movement options.

Pros
Cons
  • Frame Data: Millia's frame data is absolutely criminal. She has several moves which become active on frame 1, and most of her moves have either single digit recovery, or can be charge canceled early in their animation.
  • Opressive Zoning: Both Living Lancers and her super are strong at keeping the opponent out to a degree that is nearly insurmountable for some characters.
  • Desperation Abuse: Millia, alongside  Justice, is arguably the best character at abusing infinite supers in the game. Iron Maiden spam is extremely difficult for most characters to contest.
  • Strong Movement Options: Having 2 full airdashes and Forward Roll, Millia is highly mobile.
  • Versatile Infinites: In addition to the usual CC infinites, Millia can also infinite off of Living Lancer in the corner, and perform a tight roll infinite.
  • Short Range CC Infinite: Millia's CC infinite has a lot less range than other characters' infinites, so it can be harder for her to access it, and alternative infinites suffer from the same issue or are situational.
Millia
GGML Millia Portrait.png
Defense
70%Raw Value: 7
Jump Startup
3f
Backdash
22f
Meter Gain Mod
80%Raw Value: 8
Charge Time
45f
Forward Walk Speed
143%Raw Value: 1100
Backward Walk Speed
139%Raw Value: 819
Dizzy Resistance
83%Raw Value: 25
Fastest Attack
Reversals

Normals

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3 All 6 4 9 -5 +2 none
Fast abare tool and situational anti-air, although it'll whiff on most characters crouching.

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 All 8 8(8)3 9 -20 -14 none
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.

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 All 8 8 11 -9 +2 none
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.

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
8 All 8 4 23 -17 -6 none
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. Her best poke in neutral thanks to it's quick startup and disjointed hitbox.

5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 Overhead 16 11 13 -11 +6 none
An anti-air and Millia's only grounded overhead in GGML. It hits crouching opponents on frame 11. The first 3 frames are anti-air hitboxes. It's her longest range normal and is fully disjointed, but it's relatively slow for a poke. On hit it confirms into CC infinite.

6P

6P
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.

  • Air unblockable

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3 Low 3 11 5 -5 +2 none
Main hitbox hits on frame 3. Quick low and also a good abare tool. Can be used as a low confirm into CC infinite.

2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Low 5 3 13 -6 +5 3
Very fast low kick that gattlings into itself. Can be used for poking and mixups.

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 All 9 4 14 -7 +4 none
Despite how it looks this move doesn't hit low. Besides that, it's an inferior poke to f.5S due to it's lack of disjoint and slower startup, the only advantage being slightly better range.

2H

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 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.

  • Air unblockable

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3 Overhead 7 4 9 none
Fast air normal that can be used as combo filler and for landing.

j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7x2 Overhead 4 4,4 11 none
Fast two hitting air to air and combo filler.

j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 Overhead 1 2(5)3 9 none
Main hitbox comes out frame 4. Gigantic 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.

j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 Overhead 1 27 0 none

Very fast downward angled aerial, but compared to her other air normals there isn't much reason to use it outside of combos. The multiple hits have consistency issues with comboing into each other. Comes out very fast so it can instant overhead some characters.

Can be used against the following characters when crouching:

Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 All 1 8(4)8(4)13 0 -16 +70 none
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.

Throw

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 Throw N/A none
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.

Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All 23
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.

Instant Kill

P+K > 236X
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
Very fast but short.

Specials

Living Lancer

236S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 30 none
22 All 29 none
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 after the thread of hair has been launched, the move's recovery can be canceled into a second Living Lancer, Living Lancer (High), or Living Lancer Charge. This is incredibly powerful, as it lets you quickly place two projectiles on the screen and gives them effectively no recovery. Higher charge levels increase the hitbox size, damage, and hitstun(?) of the move.

  • Max of 2 Living Lancers on screen at once.
  • After 6 frames, you can cancel the recovery into Living Lancer, Living Lancer (High), Tandem Top, or Living Lancer Charge.

Living Lancer (High)

214S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
14 All 30 none
22 All 29 none
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.

Hungry Bee

S+Any Direction
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.

  • If there are two Living Lancers out, then Hungry Bee will activate on whichever you launched first.

Tandem Top

623S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 All 14 15 15 -17 -20 none

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 appears on frame 11 and lasts 24 frames.

Lust Shaker

SxN
No results
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 has the major flaw of whiff on most crouching and even some standing opponents, making it significantly harder to use, and combined with her strong lows, opponents won't be stand blocking against you too often.

Forward Roll

214K
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..

  • In standing recovery for 1 frame

Supers

Iron Maiden

236236H
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 4 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. While the individual projectiles don't do high damage, they add up, especially since the move can very easily be spammed in desperation.

  • First projectile appears frame 3, then frame 5, 7, 9
  • After 27 frames, they will start homing towards the opponent
  • Any projectiles that don't hit the opponent will disappear after 76 frames
  • It's not invincible so don't try to use it like a reversal
  • The pattern of the projectiles appears to be random.

Colors

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