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.
- 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 | |
---|---|
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
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 |
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
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 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
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 |
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 frame 1 so it can instant overhead some characters.
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
Specials
Living Lancer
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)
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 30 | none | ||||
22 | All | 29 | none | ||||
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.
- 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 |
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
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..
- In standing recovery for 1 frame
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 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.