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Line 109: |
Line 109: |
| *Fastest of Millia's standing normals. | | *Fastest of Millia's standing normals. |
| *Jump cancelable on hit or block. | | *Jump cancelable on hit or block. |
| | | *The ending hitbox of 5K can be used as a high risk/reward anti-air. If your 5K connects, it can be followed by j.K to start an aerial combo. Perhaps best for catching falling opponents. |
| The ending hitbox of 5K can be used as a high risk/reward anti-air. If your 5K connects, it can be followed by j.K to start an aerial combo. It is also one of her primary tools for pressure, as it is excellent in the mix-up game. | | *Also one of her primary tools for pressure, as it can lead to a variety of mix-ups. |
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Millia Rage
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- Movement Options
- Run dash
- Double jump.
- Airdash x2
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Overview
Millia is a high speed rushdown character who thrives off of her terrifyingly strong high/low mixup potential. Her great mobility allows her to safely maneuver around opponents in neutral as she attempts to score a knockdown. To assist her in this, she possesses a unique toolset based around baiting and punishing opponents. Once she scores a knockdown and sets up her Tandem Top Okizeme, she has the potential to win the entire match with a single hit.
Unfortunately, she is plagued by abysmal defence and often dies in 2 to 3 combos. She also is unable to keep opponents blocking for extended periods of time due to her limited gatling options. Her ground normals are also weak in comparison to other characters, so she can struggle in footsie situations.
Strengths
- Possesses the strongest and most consistent Okizeme in the game.
- Unmatched high/low mixup game.
- Fantastic mobility with 2 airdashes and great run speed.
- Capable of converting almost any hit into a knockdown.
- Strong neutral game centred around baiting and punishing.
- Gains great utility by spending tension.
Weaknesses
- Has the second lowest defense in the game.
- Weak stagger pressure and limited gatling options.
- Deals low damage on average.
- Cannot confirm into a knockdown at max footsie range without spending tension.
- Pokes are beaten by more purebred footsie characters such as Sol and Faust.
- Lots of character specific combos depending on height and weight.
Normal Moves
5P
5P
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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14
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Mid
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CSJ
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YRP
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7
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5
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6
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-1
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- Fairly fast normal.
- Whiffs on all crouching opponents.
- Jump-cancelable on hit or block.
- Can be used to break dashes without incurring the meter penalty caused by Faultless Defense.
- 5P is typically used to make the opponent respect your space in neutral or defensive positions and to catch gaps in combos.
- It is also useful as an anti-air due to its speed and decent horizontal hitbox.
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5K
5K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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12
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Mid
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CSJ
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YRP
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5
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6
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14
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-10
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- Fastest of Millia's standing normals.
- Jump cancelable on hit or block.
- The ending hitbox of 5K can be used as a high risk/reward anti-air. If your 5K connects, it can be followed by j.K to start an aerial combo. Perhaps best for catching falling opponents.
- Also one of her primary tools for pressure, as it can lead to a variety of mix-ups.
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c.S
c.S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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22x2
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Mid
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SJ
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YRP
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7
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3, 3
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17
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-6
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- Decent vertical hitbox.
- Jump cancelable on hit or block.
C.S can be used as a considerably risky anti-aerial move. It's also very useful in pressure due to it's numerous followup options, namely 2H, as it converts into an air combo.
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f.S
f.S
The footsies button
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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28
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Mid
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S
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YRP
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7
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2
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16
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-6
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- Gatling's into 5H.
- Doesn't confirm into knockdown at far range or launch, but can go into Emerald Rain.
This acts as Millia's main ground-to-ground poke. Not that useful in combos, but confirms into knockdown for Millia's oki setup.
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5H
5H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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30x2
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Mid
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S
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YRP
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6
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4(2)2
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21
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-4
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- Can combo into knockdown at max range if RC'd.
- Highly rewarding on hit, as it combos into 2D for an oki.
Another ground-to-ground poke, though it is typically outshined be f.S.
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5D
5D
Overhead from below!
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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23
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High
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-
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YRP
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28
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4
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20
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-10
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- Slow overhead.
- Will clash with DPs .
- Will catch people attempting to reversal throw or mash.
The rollback at the beginning of the move means this move can be used to bait techs and bursts.
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6P
6P
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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22x2
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Mid
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S
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YRP
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10
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6, 3
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20
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-9
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- Upper body invincibility 1-12F.
- Universal anti-air.
- First hit causes Stagger on Counter Hit.
6P has a long recovery on whiff, so avoid using it if opponent still has double-jump or movement options. This can be followed up with S or H ground normals on hit.
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6K
6K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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25
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High
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S
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YRP
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19
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4
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12
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+1
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- An overhead attack.
- Lower body invulnerability from frame 1~20.
- Can avoid knockdown from Potemkin's Slidehead and Faust's 100-Ton Weight if timed correctly.
Due to the invulnerability, it can beat opponents' low attacks. 6K can also be used for corner oki for a high/low mix-up.
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6H
6H
This move only gets better the more you think about it
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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35x2
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Mid, High
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SJ, S
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-
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15
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3(6)5
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18
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-6
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- A long range 2-hit attack.
- Second hit is an overhead.
- First hit is jump-cancellable on hit or block.
- Special cancellable on both hits.
A versatile tool in pressure and combos. Decent to give variety to mix-ups after a knockdown.
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2P
2K
2S
2H
2H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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33
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Mid
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SJ
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YRP
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11
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7
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12
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-2
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- This is Millia's main launcher, and a staple normal to convert ground combos into aerial combos.
- Situational anti-air due to its slow startup.
- Jump-cancelable on hit or block.
- Good amount of untechable time on CH.
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2D
2D
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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26
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Low
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S
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YRP
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13
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3
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12
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-1
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- Another strong ground-to-ground poke because of its long range and ability to fish for knockdowns and whiff punishes.
- Dash in and H Tandem Top (or cancel into roll then H Tandem Top if at max range) to start your mix-up game.
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j.P
j.K
j.K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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12
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High/Air
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SJ
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YRP
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6
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4
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12
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-
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- Useful for catching opponents above you.
- Part of your air combos to go to as this confirms into j.S and j.D.
- Also serves a purpose with mix-ups and fuzzy guards
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j.S
j.H
j.H
Haircopter!
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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22x3
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High/Air
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S
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YRP
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8
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4(2)6(2)4
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17
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-
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- Millia's primary air combo ender, as it will result in a knockdown from most heights, allowing you to set up oki.
- When you have pin you can cancel j.H into Silent force at the corner for extra damage.
- If you land this move while falling, the opponent's bust will always whiff.
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j.D
Universal Mechanics
Ground Throw
Ground Throw
"Gomen nasai."
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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55
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Ground Throw: 70000
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-
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R
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1
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-
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-
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+60
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- Very important to your mix-up game.
- Though her throw range is short, her dash speed makes up for the range making this hard to see coming.
- Can be used after 214K.
- Can combo into 5K for a full combo on certain characters without RC'ing.
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Air Throw
Air Throw
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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55
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Air Throw: 192500
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-
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R
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1
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-
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-
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-
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- Sends opponent flying away.
- Fullscreen gives you a Secret Garden setup allowing you to rushdown safely.
- If you air throw your opponent near the corner, you can dash in to setup the H Tandem Top for okizeme pressure.
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Dead Angle Attack
Dead Angle Attack
RIP busted 1.0 knockdown Dead Angle
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Blitz Shield Charge Attack
Special Moves
Bad Moon
Bad Moon j.236P
Anyone who says they can react to this is lying
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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24x4
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High/Air
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-
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YRP
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11
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till landing
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7 after landing
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-15
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- A high mix-up that comes out on 16F if TK'd (2369P).
- Very punishable on block and not that useful in neutral.
- Best used during Millia's oki as a high/low mixup.
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Turbo Fall
Tandem Top
Tandem Top 236S/H
S version hits immediately, used for combos H version is delayed, used for okizeme
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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S
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40
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All
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-
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YRP
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11
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13
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Total: 38
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-1
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H
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25x2
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All
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-
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YRP
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60
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32, 2
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Total: 35
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-
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S Tandem Top
- Mostly used as a combo tool in the corner (mostly from 6K, c.S, or 2S) because of the wallbounce it causes, this could be followed by 5K, or c.S to continue the combo.
- Can be YRC'd in neutral to eat an opponent's fireball and punish their recovery, or get an air throw if the opponent tries to airdash over you.
H Tandem Top
- Millia's key move to start her okizeme game; score a knockdown and set the disc above your opponent.
- Hitting your opponent with a meaty after setting the disc will cause the disc to juggle them, allowing you to follow up with a full combo.
- The fastest way to place the disc after scoring a knockdown where you are not already positioned over top of your opponent is to buffer it into a dash by inputting 2366H.
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Iron Savior
Iron Savior 214P
Hair car; what did you think the license plate was for?
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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36
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Low
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-
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YRP
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17
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till it reaches corner
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18+landing 8
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-13
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- Used as an unthrowable low mixup in the corner.
- Has a similar start-up animation to TK Bad moon, but must be blocked low, making it useful in oki pressure.
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Forward Roll
Forward Roll 214K
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Version
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Damage
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Guard
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Cancel
|
Roman
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Startup
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Active
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Recovery
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Frame Adv.
|
Normal
|
-
|
-
|
-
|
Y
|
-
|
-
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Total: 28
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-
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Roll Again Roll > K
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-
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-
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-
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Y
|
-
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-
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Total: 18
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-
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Lust Shaker Roll > S
|
18x4
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All
|
-
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YRP
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17
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1(3)1(3)1(3)1
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7
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+6
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Digitalis Roll > H
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45
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All
|
-
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YRP
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8
|
4
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26
|
-11
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Dust Roll > D
|
23
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High
|
-
|
YRP
|
25
|
4
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20
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-10
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- Roll > Roll Again > Throw can be used occasionally against opponents who are respecting the other followup options.
- The roll has no invul and can be thrown; limiting its usage as a crossup.
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Lust Shaker
Lust Shaker 214S or SSSS....
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Version
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Damage
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Guard
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Cancel
|
Roman
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Startup
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Active
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Recovery
|
Frame Adv.
|
214S
|
18x4
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All
|
-
|
YRP
|
17
|
1(3)1(3)1(3)1
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7
|
+6
|
SSSS....
|
15xN
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All
|
-
|
YRP
|
10
|
{1(3)}xN
|
7
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+6
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- Good for frame trap pressure on the ground.
- It cannot be cancelled into 214P, or 214K like on previous incarnations anymore, but now can be done from Roll via canceling it.
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Silent Force
Silent Force j.214S
Very fast, but you only get one shot Pick up the pin to use Silent Force again
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Damage
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Guard
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Cancel
|
Roman
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Startup
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Active
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Recovery
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Frame Adv.
|
20
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All
|
-
|
YRP
|
11
|
-
|
-
|
-
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- Millia throws her hair pin downward at a 45 degree angle and alters her air trajectory if thrown while rising.
- The pin must be picked up by pressing 2 over top of it while not in hitstun/blockstun before it can be thrown again.
- Causes stagger on counter hit, making opponents hesitant to attempt to anti-air you.
- Pin's enormous amount of frame advantage means that it can easily be converted to a combo on hit and allows Millia to get in for free on block.
- Can be used out of a properly positioned j.H to extend the combo or go for a Secret Garden setup.
- Using Millia's pin effectively is a huge component of her neutral game.
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Secret Garden
Secret Garden 214H > direction + H
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Version
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Damage
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Guard
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Cancel
|
Roman
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Startup
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Active
|
Recovery
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Frame Adv.
|
Summon
|
-
|
-
|
-
|
YRP
|
57
|
-
|
Total: 74
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-
|
Each Hit
|
30x1~5
|
-
|
-
|
YRP
|
All
|
18
|
-
|
-
|
- Creates an orb above Millia's head that will move forward once and then in the inputted directions.
- Can be given commands by inputting a direction + H up to 4 times (ex. 3H > 4H > 6H > 4H) during the move's startup before it leaves Millia's head.
- Safer, harder to escape, and lasts longer than H tandem top oki, but requires more conditions to set up.
- j.H > Pin > 214H leaves you +5 in the corner.
- Can be used as oki off of 2D midscreen against characters with slow face-down wakeup times or poor options for punishing it.
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Overdrives
Emerald Rain
Winger
Winger 2141236H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
40, 25x4, 80
|
Mid, High
|
-
|
YRP
|
5+1
|
10(10)15
|
30
|
-22
|
- Invuln: 1-7 full, 8-? airborne.
- Dangerous to attempt against meaty projectiles.
- Despite technically being a reversal super, it is also commonly used as an unburstable combo ender.
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|
Chroming Rose
Chroming Rose 214214S
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Summon
|
-
|
-
|
-
|
Y
|
0+23
|
-
|
-
|
-
|
per Rose
|
16
|
-
|
-
|
-
|
31
|
40
|
-
|
-
|
- An install super which causes Millia's movement and special moves to leave a trail of damaging roses.
- Roses leave opponent in a juggle state.
- lasts for 360F (6 seconds) normally and 432F (7.2 seconds) in Hellfire state.
- Many moves which do not lead to a combo without a disc can be converted in this state.
- Useful in the corner for creating safe pressure that is difficult to escape.
- Allows Millia to preform an infinite loop with TK Bad Moon.
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|
Iron Maiden in IK mode: 236236H
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Normal
|
DESTROY
|
All
|
-
|
-
|
9+12
|
6
|
34
|
-23
|
Conclusion Conditions Complete
|
DESTROY
|
All
|
-
|
-
|
5+12
|
6
|
34
|
-23
|
- Due to Millia's low overall damage, knowing how to combo into this can be useful if the situation arises.
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