GGX/Millia Rage

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< GGX

Overview

Overview
Millia uses her hair to fight
GGX Millia Rage Nameplate.png
GGX Millia Rage Portrait.png
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

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 2 16 -4
Level Guard Bar+ Guard Bar-
2

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

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 5 2 8 0
Level Guard Bar+ Guard Bar-
1

2K

Damage Guard Startup Active Recovery On-Block Invuln
8 Low 4 4 5 +1
Level Guard Bar+ Guard Bar-
1

2S

Damage Guard Startup Active Recovery On-Block Invuln
22 Low 8 2 16 -4
Level Guard Bar+ Guard Bar-
2

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

Damage Guard Startup Active Recovery On-Block Invuln
22×3 High/Air 6 4(2)6(2)4 12
Level Guard Bar+ Guard Bar-
2
  • Slams down on air hit

Universal Mechanics

Ground Throw

4H or 6H

Damage Guard Startup Active Recovery On-Block Invuln
55 40 pixels
Level Guard Bar+ Guard Bar-

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
20 All 7 6 26 -18
Level Guard Bar+ Guard Bar-
2

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

Damage Guard Startup Active Recovery On-Block Invuln
30×5 All 62 Total 81
Level Guard Bar+ Guard Bar-
2

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

Damage Guard Startup Active Recovery On-Block Invuln
36×3 All 4+2 Total 75 -3
Level Guard Bar+ Guard Bar-
2
  • 2nd disc has startup 26F, 3rd disc has startup 46F

Instant Kill

Iron Maiden

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 5+29 Total 165\
Level Guard Bar+ Guard Bar-
1
  • IK Mode activation: 56F

Navigation

To edit frame data, edit values in GGX/Millia Rage/Data.
Systems Pages