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|input=236S/H | |input=236S/H | ||
|image=GGXRD_Millia_TandemTop.png | |image=GGXRD_Millia_TandemTop.png | ||
|caption=S version hits immediately, used for combos | |caption=S version hits immediately, used for combos and being YRC'd | ||
|image2=GGXRD_Millia_TandemTop2.png | |image2=GGXRD_Millia_TandemTop2.png | ||
|caption2=H version is delayed, used for okizeme | |caption2=H version is delayed, used for okizeme | ||
Line 807: | Line 807: | ||
*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. | *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. | *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. | ||
*S disc YRC can also used as and impromptu oki tool. | |||
<b>H Tandem Top</b> | <b>H Tandem Top</b> | ||
*Millia's key move to start her okizeme game; score a knockdown and set the disc above your opponent. | *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. | *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. At the end of your combo set the disc and do it all over again. | ||
*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. | *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. | ||
}} | }} |
Revision as of 20:50, 14 June 2016
Millia Rage |
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Defense Modifier: x1.22 Guts Rating: 3 Stun Resistance: 55 Jump Startup: 3F Backdash Time 11F / Invul: 1-5F
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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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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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5D
5D |
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6P
6P |
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6K
6K |
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6H
6H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Bad Moon
Bad Moon j.236P |
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Turbo Fall
Turbo Fall j.236K |
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Tandem Top
Tandem Top 236S/H |
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Iron Savior
Iron Savior 214P |
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Forward Roll
Forward Roll 214K |
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Lust Shaker
Lust Shaker 214S or SSSS.... |
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Silent Force
Silent Force j.214S |
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Secret Garden
Secret Garden 214H > direction + H |
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Overdrives
Emerald Rain
Emerald Rain 236236S |
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Winger
Winger 2141236H |
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Chroming Rose
Chroming Rose 214214S |
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Instant Kill
Iron Maiden in IK mode: 236236H |
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