GGST/Millia Rage/Strategy

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General Strategy

Your general gameplan as Millia is to take advantage of her unique movement options (fast run, extra airdash, and movement specials j.236H, 214K and j.236K) to navigate neutral until you can land a hit into some type of knockdown (2D, Ground Throw, and 214P). From there, you have a wide array of options to meaty your opponent on wake-up, enabling mixups or, at least, keeping pressure.

Be patient in neutral. You should not use all your air options at once just because you can, as tempting as it may be. Your safest option is to wait for your opponent to whiff something with long recovery, giving you a chance to move in for pressure (dash 5K or dash c.S) or for a whiff-punish. You should move forward without committing to a risky approach (with FD brake or forward jump). You can hang in the air for longer to wait and observe while threatening to get in. Remember: the point of her strong okizeme options is that you don't have to "win neutral" as often, and just because her dash is fast, you don't have to always hold forward.

Be patient on defense, and try to create openings with FD. Millia takes a lot of damage, it's very important that you understand your opponent's offense. Trying to superjump or fuzzy jump out is often the safest bet. Your next best option is pressing 2P when you expect a gap, as it's her fastest option and faster than most jabs at 4 frames. 2K > 2D is a decent option at 6 frames of startup and for longer reach with great reward, as well as low profiling many moves, but the extra startup could make the difference in getting counterhit or not. Millia can spend 50 meter for Winger (632146H) or YRC as metered defensive options, but due to the risk of these being baited for high damage, FD is much safer by giving Millia room to escape with her movement, avoiding building risc, and nullifying most chip damage.

Anti-Airs

Millia's best grounded options are 5P, c.S and 6P. 5P has good horizontal range paired with a low total duration making it a great move to check with when you suspect an air approach but don't want to commit to too much, and has good conversions off an airhit. Due to c.S's vertical reach, as well as great reward on airhit, c.S is a very good anti air for horizontally close opponent's above Millia's head. 6P is slightly slower than the others but is highly active and a dominant disjoint with it's hurtbox shifting, allowing it to catch almost every air approach. It's reward on air counterhit with 214K>236H for meaty H disc oki is also very high.

As Millia, you will often be the one trying to get in from the air in most matchups. As such, you air-to-air buttons are your best friends. j.S has the best range and highest reward, but j.K or mashing j.P is faster on defense.

Neutral

Mid Range / Footsies

Despite being on the slower side for defensive purposes, Millia's buttons have a good balance of range and speed in neutral (specially in combination with her fast run speed). 5P and f.S are great options for checking your opponent's movement defensively, while dash 5K and dash c.S are useful to make them block (try to use the dash macro).

f.S has great range and speed, but will cleanly lose to 6P's and some low profiles. It also is less safe than 5P or 5K due to a longer total duration making it easier to be whiff punished if predicted. 236S has Millia's furthest range with good speed, but must be very spaced to not leave her punishable in counterhit state up close, so be very careful with throwing it out. 214K Mirazh is another interesting option as a read, as it's a low-profile move. It allows you to close the distance against most far-reaching mids for a whiff-punish. Use sparingly.

After you make the opponent block, you can cancel into one of the following moves to safely disengage (depending on spacing) with a frametrap or you can run in for pressure (Throw or c.S), leading to some of Millia's strongest positions. In the case of 5K, you can also cancel into itself or into an instant-airdash, giving you more options to approach.

Millia is very capable of controlling the skies (as you'll see in the anti-air section), so expect your opponents to advance on the ground very often, and be ready to stop them in their tracks.

Long Range

Millia doesn't have any fullscreen options, so you don't directly benefit from being here. That being said, there are a few strong options to help you close that gap into the midrange to try and land a hit. First, and most importantly, you have the movement options (airdashes, Kapel, Turbo Fall, Mirazh). It can also be beneficial to use the Disks to control ground space (specially if the opponent is respecting you too much). Millia's fast dash means she can close the distance from long to close range faster than most though, so learn to be comfortable weaving in and out of your opponent's threat range, and prepare to punish them for doing anything too risky from further ranges.

Air Space

j.S is the star of the show for millia's aerial footsies, but other moves have their uses as well. j.H is used primarily as a jump in and sometimes after an IAD (although it should be delayed to combo into c.S or 2K on hit) and won't see much use as an air-to-air option. j.P sacrifices range and reward to be the most consistent panic option, which can be useful as a rising air-to-air (j.K is slightly slower but hits higher). But j.S will be your primary tool to navigate the air neutral as it's massive range and slight disjoint make it incredibly dominant in most matchups at winning in air-to-air situations and it has great reward on hit and counterhit, while being fast to start.

CH Option Selects

An Option Select that takes advantage of GGST's Counter Hit system. The first input only comes out on normal hit (or block), and the second comes out on counterhit, allowing for better reward (damage, oki, corner-carry, etc) without having to visually confirm the counterhit. Here's a few common examples:

  • 5H or 2H > 214S~214K: 214S comes out on block/normal hit, and 214K comes out at counterhit for Millia's most damaging combos.
  • c.S(1) > 2H: The key to this one pressing 2H in the same timing as when c.S(2) would normally hit. This way, you get a launcher instead. Follow it up with 214K c.S into whatever combo you prefer.

Okizeme

H Tandem Top (236H)

Millia gains very strong mixups meterless off knockdowns with the use of H Tandem Top, however, her options vary wildly with how she got a knockdown. H Disk is her strongest option, and she can use it in a few different knockdown situations to earn mixups.

Close 2D > 236H:

  • This is your best knockdown, enabling a dp safe mixup with 2 50/50's, done by timing an airdash to crossup or stay sameside, (hold back after this briefly to block any potential dps) followed by either airdash j.H or land 2K (options like delaying your 2K or using j.K help alter the timing to avoid opponent's fuzzy blocking the 2K vs j.H).

Far 2D > 236H:

  • With the exception of crossups, you still get access to the same mixup above. You can same-side airdash once, and then do a high/low (between empty low and airdash overhead). That should give you a stable knockdown in exchange for doing low damage (unless you have meter for 2D > 236236S to get both).

236236S, 66 236H:

  • You have access to the same mixups as the first version above. It's highly recommended that you use the dash macro for this, as it gives you forward momentum to reach the opponent. The main advantage in this route is in spending meter for damage while still getting a strong knockdown. You'll usually do this after 6H(2), 2D or 2H.

j.236P RRC, 236H:

  • A highly situational use of RC to setup a meaty H disc where the combo off RC would not kill but a combo from H disc oki hitting could.

214P, 236H:

  • Typically a H disc after 214P won't be meaty itself but millia will be able to meaty with j.S, or j.H if close enough.

Throw, 236H

  • H Disk doesn't hit on wake-up, so the opponent can jump out of it or mash a fast button unless you meaty with a falling air normal (before H Disk becomes active). j.H if pressed very early in the aerial arc of 236H will safejump all reversals while being a meaty to start mixups off of, making it the standard option. These are links, so you should practice the timing in training mode a bit (input 236H as soon as Millia touches the ground, before the camera can zoom out).
  • the opponent can Fuzzy Jump A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. to avoid the RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. of things like sameside j.H vs a crossup, making most other options a check to see if the opponent is awake, and fairly risky. Instead, most of your mixup options that are available are after performing the j.H.

Options After Falling j.H

  • 66 > j.K for an overhead
  • land 2K (or 66 > land 2K to mixup timings) for a low
  • 66 > j.P j.P > 2K provides an easier timing against crouchers and hits faster which meshes better with land 2K/2S
  • land 2K/2S (2S is less reward but more ambigious)
  • You can also Throw, beating out all meterless invincible reversals after setting up H Disc. This options loses to any 6-frame normal or to jumps, so it is very risky against anyone who shows they fuzzy jump the setup, and also will lose to anyone using a metered reversal.

Counterhit 2D or 214P, 236H:

  • The big counterhit gives you an even better knockdown. The extra frame advantage doesn't allow for many more notable mixups, besides you can airdash to cross and back to the original side before the H disc hits to visually bait players into blocking incorrectly.

Meaties and Safejumps

Millia won't have enough advantage or proper spacing to set up H Disk in every knockdown situation. However, you can still meaty the opponent with a normal to keep pressure. In fact, that's often your best option against characters with very strong wake-up options like fast normals or invulnerable reversals.

Relaunch (up to the second c.S) > Jump cancel (7/8/9) > 66, 66 > j.H :

  • The ideal routing off an H disc hitting to deal damage and still have strong oki afterwards. The relaunch combo listed in the relaunch section of the combo page allows Millia to air combo into a c.S in which she can jump cancel into 2 airdashes to safejump with j.H which will hit sameside or crossup depending on the direction of her jump cancel and spacing. Practice this setup a lot as good execution is required to consistently safejump and correctly do the reset, but mastering it will let you vortex the opponent to death. note that on lightweights, only let the the first hit of c.S hit before jump canceling or your meaty j.H may whiff. Relaunch requires alterations to work on heavy weights and isn't as rewarding, leading to the next option.

Relaunch (up to the second c.S) > 214P > FRRC j.H > 66 > 236H :

  • An alternative routing for meter useage off relaunch is to cancel the last c.S into haircar, and then fast roman cancel that into a j.H that will whiff, and then after landing dash into setting an H disc. Done correctly, this H disc is as meaty as one off 2D, the optimal situation for Millia. due to this being done with FRC as well, this option is a great economical use of meter to make Millia's strongest position loop right back into itself, with no chance of escape unless they entirely block all of her H disc mix.

(236H hits) > c.S > 2H > 214P, 236H:

  • This H disc is about the same situation as off throw, making it a convenient method of keeping oki on heavyweights where relaunch is less useful

Air combo > j.236H, j.H:

  • A height dependent ender for air combos to safejump. ideally you'll be using better routing such as the Relaunch combo, but in some cases where you fail to confirm it, this serves as a secondary option.

Wallbreak with an Overdrive:

  • This knockdown allows Millia to IAD j.S as a safejump, but it whiffs on wakeup 6P and even on hit doesn't let Millia convert or start pressure. A non dp safe option would be to dash at the opponent and time an IAD to j.H and either crossup or not. Millia does not gain much from breaking the wall besides positive bonus (which can be a really big benefit) so consider carefully if you want to go for a wallbreak, and if you should spend meter to do it with an overdrive.

Blockstring Pressure

Like many other characters in Strive, Millia's main pressure tools are 5K and c.S. Both are 7-frame buttons that give you a variety of options, such as frametraps, mixups and pressure resets. There are some natural frametraps, but delayed gatlings are your best friends in making the offense unpredictable.

5H and 214S are your cleanest and safest ways of ending pressure. Lust Shaker has the added benefit of dealing a bit of chip and eating A LOT of Tension meter if blocked with FD, so you can delay it to check for fuzzy mashing with minimal risk. It's not gapless unless it's cancelled from 5H or 6H(2), so keep that in mind.

Avoid using 214P unless you have enough meter for RC to hedge your bet with quick jP or jK overheads into more pressure. 236S can also be used to end pressure (or to extend pressure with 66-PRC) if properly spaced while still being a frametrap, but it can be punished in some matchups.

Options from 5K:

  • 5K dl > 5K: it's your farthest-reaching pressure normal, so this is key to opening up her stronger pressure and mixup options. Try to find the correct delay timing for it combo into itself on hit (allowing an easy confirm into 2D knockdown) while still being a frametrap on block. When they're conditioned to block, Millia can use one of the following options to approach and start her close-range pressure.
  • 5K > Run up c.S or Run up Throw: this puts Millia in a much stronger position to keep applying pressure.
  • 5K > IAD j.S or IAD j.H: a fast overhead attack that goes over most grounded buttons that are commonly mashed on defense. Mix it up with the grounded run options.
  • 5K > 236S: 3 frame gap. It's very useful to end pressure from max range. Also frametraps from 2K, 2D and long range 5H.
  • 5K > 6H: leaves a big gap, it's punishable on whiff, loses to 6P and trades (unfavorably) with jabs. Still, it can be useful from max range, as it beats everything else.

Frametraps from c.S:

  • c.S(2) dl > 2S dl > 5H > 236S~214K: standard, safe blockstring to frametrap your opponent into not mashing out of pressure, enabling all the options in the next section. depending on spacing and dash momentum, this can also work with f.S or 2H. On heavy counterhit, 214K comes out instead of 236S, allowing for an easy confirm into Millia's most damaging combos.
  • c.S(2) > 6H(2): there is a natural frametrap between the normals and between the hits of 6H. When they're conditioned to block, you can reset pressure or Throw after c.S. You can also gimmick your opponent by cancelling 6H with Fast Fall, Mirazh or Kapel into Throw, but don't overuse this.
  • c.S(2) > 2S > 236S: 1 or 2 frame gap. This also works from f.S.

Mix-ups from c.S:

  • TK j.236P: the instant overhead is a Millia classic. The fear of getting hit by this is a big part of what makes c.S scary in pressure (a gapless 50/50 between delayed 2S and TK Moon). You can input the TK motion as 8j.236P or as 2369j.P on either hit of c.S. It's very punishable on block, so use sparingly if you don't have meter for Red RC on block and on hit. It can also be done from 5K, but it leaves a 4 frame gap, at least.
  • Walk up Throw or walk up c.S: leaves a big gap, but there is very little incentive for the opponent to mash here. It allows you to keep pressure. It's specially strong if you had dash momentum from the first c.S, as you won't have to walk forward for the second c.S.
  • IAD j.H: it's usually a cross-up, and it allows you to reset pressure on block if you airdash-cancel for a second j.H. However, be careful about landing after the first j.H, as it has little hitstun/blockstun, and you can be punished if you landed the hit too high.

Additional tricks:

  • c.S > 6K or 5K > 6K: a slow overhead that may catch the opponent being overwhelmed with options to look out for. cancel into 214S to be safe on block and convert on hit.
  • 6H(1) > j.236K, Throw or 6H(2) > 214K, Throw: it's easily reactable if the opponent is looking for it, and mashing in blockstun from 6H will be very safe as there is no natural frametrap. A knowledge check or sleeping at the wheel test.
  • c.S(2) > 214K: this one is interesting because it crosses up, so the opponent's buttons or Throw are going to whiff if they mashed early. It beats all mashing (you can even Punish any 5P with Throw), but loses to delayed mashing or reacting.

Metered options:

  • c.S TK j.236p j.88 RRC: The go-to TK Badmoon option with meter, on block Millia can time an airdash into j.H that will either crossup or stay same side, simply land into 2K, or crossup 2K, and so on. On hit, the opponent is launched up and Millia can use c.S or go right into j.D to do the relaunch combo.
  • 214P j.66~FRC~j.K: At close ranges of 214P being blocked, this is a mixup, at further ranges just a method to continue pressure by linking c.S after.
  • 214P j.22~FRC~2K: If millia is close enough she can threaten a low to create a high/low mixup between this and the j.K version.
  • 236D > 214K > microwalk > Throw: At midrange, Millia can Wild AssaultGGST Millia Rage 236D.pngGuardAll (Guard Crush)Startup20~31Recovery20Advantage+13 to guard crush the opponent. After a MirazhGGST Millia Rage Mirazh.pngGuard-Startup-RecoveryTotal 26Advantage- and a couple steps towards the opponent, Millia can get in range for a throw. This is a perfect knowledge check for an opponent that does not know to expect a throw, or how to grab tech at all.

External Resources

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