< GGX
Overview
Overview
Millia uses her hair to fight
Damage Received Mod |
x1.21 |
Guts Rating |
3/5 |
Gravity Mod |
x1.05 |
Stun Resistance |
60 |
Prejump |
2F |
Backdash |
12F (1~7F Strike Invuln) |
Wakeup Timing |
24F (Face Up)/ 23F (Face Down) |
Number of Jumps: |
2 |
Number of Air Dashes: |
2 |
Unique Movement Options |
Turbo Fall |
Fastest Attack |
Reversals |
Pros
Cons
- Unparalleled combo ability: Millia has combo routes out of almost all of her normals, allowing her convert any stray hit into big damage or a knockdown. Sometimes both!
- Incredibly mobile: Millia has access to a number of great mobility tools, including two airdashes, an incredibly fast run, and momentum-changing special moves.
- Powerful setplay: Millia has some incredibly strong setplay tools in H Tandem Top and Secret Garden. Her ability to regain knockdown off of pretty much every option she has allows her to loop her setups almost infinitely.
- More Mix than a Blender: A fast standing overhead that links into lows, crossups, an IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input. overhead that can be routed into from most buttons, a low that looks similar enough to the aforementioned IAS to confuse people -- Millia has it all. - Consistent knockdowns: Scoring knockdowns on both grounded and aerial opponents is a privilege not many characters get to have in X. Millia's knockdown routes happen to be fairly damaging and allow her to run her gameplan.
- Below-average health: Millia has the second-lowest effective health in the game.
Normal Moves
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window
5P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
16 | Mid | 5 | 3 | 7 | 0 |
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H , 2H
Level | Guard Bar+ | Guard Bar- |
---|---|---|
1 |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
12 | Mid | 5 | 10 | 10 | -10 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
1 |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
22×2 | Mid | 7 | 3,3 | 17 | -6 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
f.S
5H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30×2 | Mid | 6 | 4(2)2 | 21 | -4 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
Dust Attack
S+H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
S+H | 30 | High | 28 | 4 | 36 | -21 |
Version | Level | Guard Bar+ | Guard Bar- |
---|---|---|---|
S+H | 3 |
S+H:
2P
2K
2S
2H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
40 | Mid | 10 | 9 | 16 | -6 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
Sweep
2S+H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
26 | Low | 14 | 4 | 12 | -2 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
6P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20×2 | Mid | 5 | 9,12 | 16 | -14 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
6K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
25 | High | 17 | 4 | 12 | +3 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
- Hits crouching opponents on 19F
6H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60 | MId | 16 | 3 | 25 | -9 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
- Siams down opponent on hit
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
10 | High/Air | 5 | 6 | 8 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
1 |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
12 | High/Air | 4 | 9 | 9 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
1 |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
26 | High/Air | 10 | 6 | 12 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
j.H
Universal Mechanics
Ground Throw
4H or 6H
Dead Angle Attack
Special Moves
Lust Shaker
SxN
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20×N | All | 12 | {1(4)×3,1(2)1(5)}×N | 21 | -10 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
- Listed frame advantage is for minimum mash (3 hits)
- Best possible frame advantage is -8
Tandem Top
236S or 236H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236S | 40 | All | 14 | 25 | 5 | -3 | |
236H | 50 | All | 30 | 53 | Total 44 |
Version | Level | Guard Bar+ | Guard Bar- |
---|---|---|---|
236S | 2 | ||
236H | 2 |
236S: 236H:
Bad Moon
j.236P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
24×4 | High/Air | 11 | Until landing | 16 | Recovery: 1~End Airborne |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
- Recovery is until landing on block
Turbo Fall
j.236K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Until landing+8 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
- Starts falling on 14F
- Can pass through opponent while falling
Iron Savior
214P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
40 | Low | 23 | Until corner | 19+12 after landing | -18 | 13F~ Airborne |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
Forward Roll
214K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Total 23 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
- Can pass through opponent 1~15F
Secret Garden
214H > Direction + H
Overdrives
Winger
2141236H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
40, 25×4, 80 | Mid×5, High | 5+1 | 2×5(10)15 | 30 | -21 | 8~39F Airborne |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
Emerald Rain
236236S
Instant Kill
Iron Maiden
During IK Mode: 236236H
To edit frame data, edit values in GGX/Millia Rage/Data.