GGST/Millia Rage
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Disclaimer This section is still being written. It may be wildly inaccurate or missing significant data. Please feel free to make edits, but include edit summaries and sources where applicable. |
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Lore: | She is silent and cold.
However, since leaving the Guild, she no longer works only for profit as she once did. Now that she lives among ordinary people, Millia's come to feel a wider range of emotions. She may not show it in her words or actions, but she's found herself able to sympathize with others. When faced with an uncertain situation, she can even look like a normal girl her age sometimes. |
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Pros | Cons |
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Millia Rage 2🔰A rating of how beginner friendly this character is out of 5, according to Arc System Works. | |
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Prejump: | Unknown |
Backdash: | Unknown |
Unique Movements: | 2 Air Dashes Kapel |
Normal Moves[edit]
5P[edit]
- GGST Millia Rage 5P.png
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Deals decent damage and has good range for a 5P, but whiffs on most crouchers and has a heavy proration just like most other 5Ps. Out of four jabs Millia has, this move's the anti-airing one due to the high hitbox, in which it recovers fast enough to allow you to link to other buttons or even jump for a j.K. Chains into itself and 2P. Also chains into all command normals, but only combos into 6P on ground hit.
5K[edit]
- GGST Millia Rage 5K.png
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One of her four jabs, this one's the jump cancellable one. This move has good reach, making it a great poke in situations where f.S is too slow. Its hitbox can OTG, pairing with its jump-cancellable property can help her with crossing-up the opponent.
c.S[edit]
- GGST Millia Rage c.S.png
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- Hits twice, jump cancelable on both hits.
Preferrable to use over 5P if you are certain that the proximity is close enough, not so much otherwise. Other than that, it's a great move. Reaches high enough to beat careless jump-in attemps. Your staple to air combos with its jump-cancellable property. After the opponent blocks your 5K or c.S, you can get them to guess what you will do next: A low (2D, Iron Savior), an overhead (5D, 6K, Bad Moon), or jump, airdash and do a crossup.
f.S[edit]
- GGST Millia Rage f.S.png
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Your primary footsie button. Now can get more consistent knockdown with 5H into either Iron Savior for hard knockdown or S Tandem Top for soft knockdown.
5H[edit]
- GGST Millia Rage 5H.png
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Has better range and active time than f.S, but mostly combo filler.
5D[edit]
- GGST Millia Rage 5D.png
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Typical Dust, except Millia has more overheads than that. Her second fastest grounded overhead if uncharged, second to TK'ed Bad Moon. But opposed to TK'ed Bad Moon, you can actually link the move into other buttons if it hits airborne opponents high enough. The charged version is the same as other Charged Dusts, but it unironically makes her combos with this starter her most damaging option.
6P[edit]
- GGST Millia Rage 6P.png
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Anti-Air. Fast, and the upper-body invincibility making it beat jump-ins easily, but comboing with it on airborne opponents mid-screen is impossible without air CH and/or RC.
6K[edit]
- GGST Millia Rage 6K.png
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Overhead. Slow. The mild foot invincibility definitely helps it beat low pokes, but like 6P, your options afterwards is kind of limited. You're plus on block after that, so you can continue your offense safely.
6H[edit]
- GGST Millia Rage 6H.png
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- Ground bounces on air hit.
Has two hits. Both are mids. The first hit does little damage, but leaves Millia in the air, and while she cannot cancel it into airdash like Zato's 6H, she can use air specials just fine. So for mixups, you can 6H(1) > Bad Moon for an instant overhead, 6H(1) > Turbo Fall to land and go for a low, or 6H(1) > Kapel to land more safely and continue your pressure. 6H(1) > Kapel also makes a good starter for combos, and you can link it into c.S on any character. The second hit does more damage and brings her back to the ground, giving her access to grounded specials, so it's useful as a bridge to specials which end combos.
2P[edit]
- GGST Millia Rage 2P.png
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One of Millia's four jabs. Hits crouchers, unlike 5P, and is also a frame faster, but usually falls behind compared to 2K.
2K[edit]
- GGST Millia Rage 2K.png
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The low in Millia's four jabs. Heavy proration, but is her fastest ground normal. One of her staple tool for Tandem Top mixups.
2S[edit]
- GGST Millia Rage 2S.png
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A bit on the slow part, but this low is unprorated, so if you can hit the opponent with that, you can net for big damage.
2H[edit]
- GGST Millia Rage 2H.png
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Millia's main launcher. Doesn't have much to offer on normal hit midscreen, but very rewarding on CH. 2H > Septem Voices makes comboing after that easier. In the corner, 2H makes linking after Lust Shaker, Iron Savior and potentially S Tandem Top possible. Due to her crouching position, it can be used as a situational anti-air if you prioritize hurtboxes lowering and combos over speed.
2D[edit]
- GGST Millia Rage 2D.png
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Her leg is covered with her hair, in the shape of an eagle's leg, knocking the opponent down. Has good active time, and your primary way to set up Tandem Top oki. Note that if you use K normals before sweeping, the opponent can jump and block the Tandem Top in the air; however, they have no choice but to block it grounded if you do raw sweep or sweep before c.S.
j.P[edit]
- GGST Millia Rage j.P.png
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Air jab. The fastest normal Millia has. The only way to combo with it is into Bad Moon or Kapel or RC it with heavily scaled damage. But its real use lies in air blockstring due to it being a jab.
j.K[edit]
- GGST Millia Rage j.K.png
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Millia kicks upwards in the air. Has lower hitbox than the leg suggests. Jump cancellable and air-dash cancellable, as well as being able to combo into j.D. This is the move that creates the Millia Infinite, done by c.S jc (j.K) adc j.K (adc j.K) land and repeat, although the damage scales down pretty quickly.
j.S[edit]
- GGST Millia Rage j.S.png
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Has good horizontal reach, but can also hit grounded opponents. Chains into j.H and j.D, making it the only(!?) j.S to be comboable into j.D. Also airdash cancellable; you can use it in j.K infinite if the window is lenient enough. j.S also makes its own loop; it's done by j.S > j.D jc j.S > Turbo Fall c.S and repeat. Although you can't do it "infinitely" like the j.K infinite, the damage is less scaled.
j.H[edit]
- GGST Millia Rage j.H.png
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Can cross-up; use it in conjunction with some tricks to get the opponent guessing. Is air-dash cancellable, which helps you do tricky mix-ups.
j.D[edit]
- GGST Millia Rage j.D.png
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Launches on hit. Shifts Millia upwards. The range is nerfed compared to its Xrd counterpart, in exchange to less startup. Is jump-cancellable and air-dash cancellable, but mostly combo filler.
Universal Mechanics[edit]
Ground Throw[edit]
- GGST Millia Rage Ground Throw.png
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Assassin's move. Allows you to set-up a Tandem Top oki, but the opponent can jump out.
Air Throw[edit]
- GGST Millia Rage Air Throw.png
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Special Moves[edit]
Tandem Top[edit]
236S/H
- GGST Millia Rage Tandem Top S.png
S
- GGST Millia Rage Tandem Top H.png
H
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Also known as "Disc" by the community.
- S Tandem Top
- Decent poke in neutral. Due to how it moves forward, it can be used for a confirm out of f.S > 5H too. In the corner, you can link it into certain normals if you hit it meaty enough when the opponent is high enough.
- H Tandem Top
- Leaves Millia airborne with air options available.
- Safe to set up after Throw and canceled from 2D.
Using j.K after setting up an H Tandem Top will prevent jump outs and also set up an airdash j.P/land 2S mixup. Once that is established, then it's party time.
Bad Moon[edit]
j.236P
- GGST Millia Rage Bad Moon.png
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- Fastest TK Bad Moon is 15 frames.
Millia's infamous instant overhead. Very fast by overhead standards, but a risky choice to make without 50% meter or a Tandem Top already on its way to cover. With this you can get the opponent to guess after blocking your 5K or c.S.
Turbo Fall[edit]
j.236K
- GGST Millia Rage Turbo Fall.png
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- Goes through opponents.
Millia pauses and then shoots downward at a steep angle. Good to mess with people with as it's yet another way for Millia to mess with her air momentum. Is also a tool to help her land quickly and do a crossup low.
Iron Savior[edit]
214P
- GGST Millia Rage Iron Savior.png
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- Hits low.
Traditionally the other part of Millia's Bad Moon 50/50, but now is too slow to fulfill that purpose. Millia jumps forward upon recovery, which both gives her a combo in the corner and makes her easier to punish.
Lust Shaker[edit]
214S (mash OK)
- GGST Millia Rage Lust Shaker.png
Gorgeous, Stunning, Absolutelly beautiful.
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- Can be mashed for more damage.
- Data in [] refers to mashed version.
Safe on block if you don't mash it. Useful as a way to check how your opponent is using defensive options due to the barrage of hits.
Mirazh[edit]
214K
- GGST Millia Rage Mirazh.png
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- Can faze through opponents.
- Low profile, can go through high projectiles and a lot of pokes.
Millia's Roll replacement. The invulnerability isn't as good as it used to be, but it still retains the ability to cross through opponents. Also useful as a frame kill from a counterhit 2H AA.
Kapel[edit]
j.236H
- GGST Millia Rage Kapel.png
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- Recovers in air.
- Millia retains air options after recovery.
Millia's anti-anti-air. Useful in the same situations that Pin was as a way to fake out an approach. Due to how committal anti-air normals are in Strive, baiting one with Kapel will usually let Millia whiff-punish it once she lands. Can also be comboed after on any characters, even when they were grounded. During an air combo, if the opponent seems to be too high, you can also intentionally whiff it to give you a pseudo-jump-cancel while getting less vertical velocity than the regular.
Overdrives[edit]
Winger[edit]
632146H
- GGST Millia Rage Winger.png
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Millia's reversal super, although not very reliable. She raises her hair wings, rises up for 5 hits, and then dives down for a big last hit. Only the last hit wall breaks. Due to that, you can set up your air combo to get the opponent wall stuck in so high a position that the last hit of Winger coming afterwards whiffs.
Septem Voices[edit]
236236S
- GGST Millia Rage Septem Voices.png
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One of the few supers in Strive which you can combo after without an RC. Is easy to combo after on airborne opponents, which is made always possible via 2H. Is also possible to combo after using 2P or 2K on grounded opponents, but people usually PRC to get access to the easy one.
External References[edit]
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