GGReload/Millia Rage

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Millia Rage
GGXXR Millia portrait.jpg

Defense Modifier: x1.21

Guts Rating: 3

Weight: Light (x1.05)

Stun Resistance: 55

Jump Startup: 3F

Backdash Time: 11F / Invul: 1~5F

Wake-Up (Face Up/Down): 36F / 34F

Movement Options
Double Jump, 2 Airdashes, Dash Type: Run
Colors
P K S H D Start
Normal
GGReload Millia P.png
GGReload Millia K.png
GGReload Millia S.png
GGReload Millia H.png
GGReload Millia D.png
GGReload Millia Start.png
SP
GGReload Millia P(Sp).png
GGReload Millia K(Sp).png
GGReload Millia S(Sp).png
GGReload Millia H(Sp).png
GGReload Millia D(Sp).png
GGReload Millia Start(Sp).png

Overview[edit]

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 second fastest character in the game below Chipp, with 2 airdashes and a turbofall which allow her to alter her trajectory in the air quite easily. These options also make it difficult for the opponent to anti-air her. On top of that, she also has her staple projectile, Silent Force, which makes it difficult for her opponents to anti-air her or approach her. This projectile is what helps her get in and start her oppressive rushdown and keep the opponent guessing in neutral.

Despite being the second fastest character, she also has the second worst defense modifier and will take heavy damage. She also lacks a reliable reversal out of pressure, so you will need to rely on Instant Blocking, Dead Angle, or backdashes to get out of pressure. You will need to move around constantly and avoid getting hit while fishing for hits to get a knockdown. You will need to be smart with your approaches, movement options and pin management, and rushdown with care.

Strengths and Weaknesses[edit]


Strengths Weaknesses
  • Powerful high/low mixup options.
  • Unparalleled okizeme and cover options, especially with Tandem Top and Secret Garden.
  • High damage combos.
  • 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 highest defense modifier in the game.
  • No reliable reversal options.
  • No knockdown from maximum poking range without meter for Emerald Rain.
  • Most normals are mediocre.

Unique Mechanics[edit]


Silent Force[edit]

One of the two reasons Millia is notorious, or rather infamous, for. Everyone who has played against Akuma in Street Fighter recognises the overwhelming ability of his air fireball to control space, zone and apply pressure. Silent Force is an air projectile that shoots extremely fast at a 45 degree angle, is very positive on block allowing you to force your way in and staggers on counter-hit guaranteeing you a free combo and forcing your opponent to think twice before trying to anti-air you. One caveat: it's single use, once you throw it you have to pick it up from the ground by crouching over it.

Tandem Top[edit]

The other, main reason Millia is infamous for. H Tandem Top is a static disc-shaped projectile with lots of active frames that is placed on top of or near the opponent during their wake-up and causes long blockstun in addition to masking your mixups, giving you free reign to apply your powerful okizeme and loop the situation over and over.



Normals[edit]

[edit]
5P
GGAC Millia 5P.png

GGReload Millia 5P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18 Mid CSJR 5 5 6 -1

Millia jabs with her hair. Jump-cancellable on hit or block. One of her best anti airs: as it has remarkably fast startup and recovery, it can be very versatile and is a very useful tool in preemptively checking your opponent's air approaches. Will whiff on crouching opponents.


[edit]
5K
GGAC Millia 5K.png

GGReload Millia 5K-1.png

Frame 5

GGReload Millia 5K-2.png

Frame 6

GGReload Millia 5K-3.png

Frame 7

Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Mid CSJR 5 6 14 -10

A kick upward. Primarily used for pressure for 2K>5K>2K string. This also gatlings into 6K and 2S for a high/low. Also jump cancellable on both hit and block; as such, it allows for a myriad of pressure options, such as an even faster overhead followup with TKBM.

  • Attack is fully extended on 7F
  • Gatling Options: ì6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D


[edit]
c.S
GGAC Millia cS.png

GGReload Millia cS-1.png

Frames 1~3

GGReload Millia cS-2.png

Frames 4~6

Damage Guard Cancel Startup Active Recovery Frame Adv.
22*2 Mid SJR 7 3,3 17 -6

Situational anti-air to use if you are under your opponent as it goes straight, can be used to stop the opponent from jumping out of the corner. Jump cancellable on hit, which leads to some staple combos, and on block, which leads to mixups.


[edit]
f.S
GGAC Millia fS.png

GGReload Millia fS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SR 7 2 16 -4

Millia's main ground to ground poke. Gatlings into 5H which goes to 2D. Doesn't confirm into knockdown at far range or launch, but can go into Emerald Rain. Also a staple in f.S>2H relaunch combos.


[edit]
5H
GGAC Millia 5H.png

GGReload Millia 5H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30*2 Mid SR 6 4(2)2 21 -4

Slightly faster than f.S, but mostly combo filler.


[edit]
6P
GGAC Millia 6P.png

GGReload Millia 6P-1.png

Frames 7~16

GGReload Millia 6P-2.png

Frames 17~19

Damage Guard Cancel Startup Active Recovery Frame Adv.
22*2 Mid SR 7 9,3 20 -9

One of her main anti-airs with upper body invulnerability with a good sized hitbox. Staggers on counter-hit on ground making it not bad for ground to ground. Gatlings into 6H, but only combos on hit, but it still makes for a decent frame trap otherwise. Horrible on whiff so be careful if the opponent still has double-jump or movement options.

  • Upper body invul 1~12F
  • Staggers opponent on ground CH (Max 39F)
  • Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D


[edit]
6K
GGAC Millia 6K.png

GGReload Millia 6K-1.png

Frames 1~2

GGReload Millia 6K-2.png

Frames 3~4

Damage Guard Cancel Startup Active Recovery Frame Adv.
25 Mid SR 17 4 12 +3

One of your main overheads. Lower body invul from frame 1. If blocked you can still keep pressure up as it is +3. Has a 3F link into 5K on crouching opponents, allowing for conversions into 2D or Emerald Rain at closer ranges.

  • 1-18F Lower body invul
  • 19-20F Foot invul
  • Initial proration 80%
  • Hits crouching opponents on 20F (tested on Sol)


[edit]
6H
GGAC Millia 6H.png

GGReload Millia 6H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Mid SR 16 3 25 -9

Slow startup, bad on whiff. Nevertheless, it shouldn't be ignored, as it still has its uses as a long range poke, as long as care is taken as to not make it whiff. Knocks opponent down on hit. Special cancellable. Can stop jumpouts, but is mainly used to score a knockdown from corner carry combos.

  • Slams down and knocks down opponent on hit


[edit]
5D
GGAC Millia 5D.png

GGReload Millia 5D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 High R 25 3 23 -12

Universal overhead. Rarely used as an overhead option.

  • Low profile 8~23F
  • Foot invul 30~41F
  • Millia is in CH state during entire move


[edit]
2P
GGAC Millia 2P.png

GGReload Millia 2P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
9 Mid CSR 5 2 6 +2

Shorter range than 2K. Hits mid and is primarily used after throw for burst baiting. Good for tick throwing as it is 1F more positive on block than 2K. Gatlings into 6P for a great frame trap as 6P staggers on counter-hit which will then allow it to combo into 6H for a Secret Garden setup.

  • Initial prorate 85%
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D


[edit]
2K
GGAC Millia 2K.png

GGReload Millia 2K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 Low CSR 5 2 7 +1

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.


[edit]
2S
GGAC Millia 2S.png

GGReload Millia 2S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 Low SJR 9 2 15 -3

Low hit and has better proration than 2K but starts up slower. Can be used as part of high/low mixup pressure.


[edit]
2H
GGAC Millia 2H.png

GGReload Millia 2H-1.png

Frames 1~??

GGReload Millia 2H-2.png

Frames ??

GGReload Millia 2H-3.png

Frames ??~7

Damage Guard Cancel Startup Active Recovery Frame Adv.
40 Mid SJR 11 7 12 -2

Your primary launcher for combos. It also has uses as an anti-air, but its slow startup and anti-air hitbox spawning later into the active frames hamper its usage as such. Has a good amount of untechable time on counter-hit.

  • Floats opponent on hit (untechable for 20F, on CH for 48F)
  • Gatling Options: 5D, 2D


[edit]
2D
GGAC Millia 2D.png

GGReload Millia 2D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 Low SR 13 3 12 -1

Another main ground to ground move besides 2K because of its long range, making it good for fishing for knockdowns and whiff punishes.

  • Foot invul 10~21F


[edit]
j.P
GGAC Millia jP.png

GGReload Millia jP.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 High/Air CSR 5 6 8 -

Very fast air normal, but short range. Chains into itself and gatlings into j.K, j.S, j.H and j.D (only combos into j.D on counter-hit). Useful in air to air and air to ground. Throw it out preemptively to keep the space right in front of and below you in check. If your opponent is keeping themselves in the air at a distance dash jump (669) at him to try and catch them with j.PxN>j.H. Go into j.K and back for pressure on block.


[edit]
j.K
GGAC Millia jK.png

GGReload Millia jK.png

Frames 1~??

GGReload Millia jK-2.png

Frames ??

GGReload Millia jK-3.png

Frames ??~9

Damage Guard Cancel Startup Active Recovery Frame Adv.
12 High/Air SJR 4 9 9 -

Useful for catching opponents above you. Impressively fast at 4f, gatlings into j.P, j.S and j.D (only combos into j.D on counter-hit). Also very useful in fuzzy guard strings with j.P and other mixups.


[edit]
j.S
GGAC Millia jS.png

GGReload Millia jS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 High/Air SR 10 6 12 -

Combo filler. Your main air to ground move, however it does a pretty poor job at that, as it is slow, has a low attack level, and is easily punishable.


[edit]
j.H
GGAC Millia j2H.png

GGReload Millia jH-3.png

Frames 1~??

GGReload Millia jH-1.png

Frames ??

GGReload Millia jH-4.png

Frames ??

GGReload Millia jH-2.png

Frames ??~7

Damage Guard Cancel Startup Active Recovery Frame Adv.
22*3 High/Air SR 8 4(2)6(2)4 17 -

Combo filler. Also hits behind. Slams down opponent on 3rd hit (very long untech time).


[edit]
j.D
GGAC Millia jD.png

GGReload Millia jD.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
36 High/Air SR 11 7 9+6L -

Your go to air-to-air from far distances. Fast startup and large hitbox make it ideal for jumping and IAD'ing around with this to hamper the opponent's approach and control their air space. Untechable knockdown on CH far away allowing for Secret Garden or dash f.S>2H on wallbounce or disc otherwise. Horrible air to ground move due to its hitbox and landing recovery.

  • Untechable on air hit for 38F, on CH for 84F
  • Knocks down opponent on ground hit
  • Wall bounces opponent on CH


Universal Mechanics[edit]

[edit]
Ground Throw
GGAC Millia throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
55 Throw: 40 Pixels - - - - -

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. Knocks down. Great frame advantage for a followup H disc, especially if FRC'd, allowing for tricky mixups, or it can be combo'd off (see combos).


[edit]
Air Throw
GGAC Millia airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
55 Throw: 110 Pixels - - - - -

Sends opponent flying away. Fullscreen gives you a Secret Garden setup allowing you to rushdown safely. If you air throw opponent near the corner, you can dash up and do H disc.

[edit]
Dead Angle Attack
GGAC Millia cS.png

GGReload Millia DAA.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 Mid R 7 6 33 -25

Knocks down opponent right next to you on ground hit, allowing for a disc mixup immediately after.

  • 1~12F Full invul
  • 13~36F Throw invul
  • Initial prorate 40%


Specials[edit]

[edit]
Lust Shaker
214S, SxN
GGAC Millia 214S.png

GGReload Millia 214S-1.png

Frame 1

GGReload Millia 214S-2.png

Frame 5

GGReload Millia 214S-3.png

Frame 9

Damage Guard Cancel Startup Active Recovery Frame Adv.
18*n All R 10 1(3)*n 8 +5

Good for frame trap pressure on the ground.

  • Hitstop 6F
  • Listed Frame Adv is for no repeated hits
  • Does a maximum of 30 hits


Tandem Top[edit]
Tandem Top
236S/H
GGReload Millia 236S.png
S version hits immediately, used for combos and pressure



GGReload Millia 236H.png
H version is delayed, used for okizeme
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 40 All - 11 13 Total 38 -1

Mainly a wall combo tool. Has its limited uses as a poke due to Millia's hurtbox not extending, but beware of the long recovery and forced counter-hit state. Being -1 on block it can be used to extend corner pressure by sneaking a 5K or f.S in to IAD/roll back in, if the opponent lets you.

  • Hard knockdown except on lights
  • Wall bounces opponent on hit (untechable for 34F)
  • Millia is in CH state during move
  • Total duration 38F
  • Disc disappears if Millia gets hit
  • Cannot use Tandem Top or Secret Garden until 42F after disc disappears
H 50 All F 60 33 Total 32 -

Longer startup but longer active frames too. This is your primary staple for your mixups. You will be using this mainly for your setups to mask your high/low mixups. Can be FRC'd on 15~17F which allows for improved setups or, if the opponent is sleeping, it can even be used in blockstrings due to how early it cancels.

  • Knocks down opponent on hit
  • Wall bounces opponent on hit (untechable for 41F)
  • Millia is in CH state during move
  • FRC timing 15~17F
  • Disc disappears if Millia gets hit
  • Cannot use Tandem Top or Secret Garden until 42F after disc disappears


[edit]
Bad Moon
j.236P
GGAC Millia j236P.png

GGReload Millia j236P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
24*3 High/Air RF 11 Until L 22L -15

This is your main high mixup when TK'd (2369P). It becomes a nigh unreactable 16F overhead. Very punishable on block so don't throw this out too often in 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


[edit]
Turbo Fall
j.236K
GGAC Millia j236K.png

GGReload Millia j.236K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - Total 28+8L -

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.

  • Can pass through opponent during fall
  • Fastest possible Turbo Fall performed from standing has total duration 36F
  • Has minimum height requirement
  • Landing recovery is cancellable into Special Moves


[edit]
Forward Roll
214K
GGAC Millia 214K.png

GGReload Millia 214K.png
Frames 4~15
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - Total 24 -

A roll that shrinks her hitbox and go under some attacks. Used mainly in pressure and tick throw setup. It is not throw invul though and can be punished on reaction if too predictable.

  • 4~15F Above feet invul
  • 16~24F Low profile
  • 1~15F can pass through opponent
  • Millia is in CH state 1~15F


Iron Savior[edit]
Iron Savior
214P
GGAC Millia 214P.png

GGReload Millia 214P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
36 Low RF 17 Until Wall Until L+8 -13

Haircar that hits low. The startup looks identical to going into a TK Bad Moon, 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[edit]
Silent Force
j.214S
GGAC Millia j214S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 All - 11 2(1)2(1) until L Total 16 -

This is your primary projectile and is extremely crucial to your neutral game. Allows you to control the pace of the matchup as opponents will have to keep the threat of it in mind when you have it. Fish for counter-hits with this to force your way in. If they block it, you will be able to continue pressuring your opponent. To pick up the pin on the floor, walk up to it and crouch.

  • Staggers opponent on ground CH (Max 49F)
  • Untechable on air hit for 33F
  • Millia is inn CH state during entire move
  • Initial prorate 90%
  • Has minimum height requirement


[edit]
Secret Garden
214H > Direction + H
GGAC Millia 214H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30*5 All - 56 - Total 74 -

3F after inputting the special notation, you're allowed up to 4 directional inputs from. 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


Overdrives[edit]

[edit]
Winger
2141236H
GGAC Millia 214236H.png

GGReload Millia 214236H-1.png

Frames 1~??

GGReload Millia 214236H-2.png

Frames ??

GGReload Millia 214236H-3.png

Frames ??~10

GGReload Millia 214236H-4.png

Frames 20~45

Damage Guard Cancel Startup Active Recovery Frame Adv.
40,25*4,80 Mid*5, High R 5+1 10(10)15 30 -21

Her only reversal move that has invincible startup. It is not advised to rely on this to get out of pressure all the time.

  • 1~7F Full invul
  • Falling portion wallbounces opponent on hit
  • Rising portion has hitstop 7F


[edit]
Emerald Rain
236236S
GGAC Millia 236236S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
36*3 All - 4+2 - Total 75 -3

Throws 3 big discs. Hitconfirms from any poke. The last disc causes wallbounce.

  • 1~5F Strike invul
  • Wall bounces opponent on hit
  • 2nd disc has startup 26F, 3rd disc has startup 46F


Instant Kill[edit]

Iron Maiden
236236H
GGAC Millia IK1.png
GGReload Millia IK2.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
DESTROY All - 5+29 - Total 165 -62

The only good thing is that it tracks. Other than that, not worth using.


Navigation[edit]


Guilty Gear XX #Reloade
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