|
|
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. |
| *Can be used for catching falling opponents, and convertin into an air combo on hit. | | *Can be used for catching falling opponents, and converting into an air combo on hit. |
| *Also one of her primary tools for pressure, as it can lead to a variety of mix-ups. | | *Also one of her primary tools for pressure, as it can lead to a variety of mix-ups. |
| }} | | }} |
Millia Rage
|
|
- Movement Options
- Run dash
- Double jump.
- Airdash x2
|
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
An amazing standing jab
|
Damage
|
Guard
|
Cancel
|
Roman
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Startup
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Active
|
Recovery
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Frame Adv.
|
14
|
Mid
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CSJ
|
YRP
|
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
|
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.
- Can be used for catching falling opponents, and converting into an air combo on hit.
- 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 situational anti-aerial move. For example; run under c.S is strong against Chipp's aerial options.
- It's also very useful in pressure due to it's numerous followup options.
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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 primary ground-to-ground poke.
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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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- Combos into 2D, scoring you a knockdown.
- Can combo into knockdown at max range if RC'd.
- Can be used as a decent throw OS when inputed as 4H since the first hit comes out in 6 frames and combos into 2D.
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|
5D
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 air movement options.
- Can be followed up with c.S or 2H 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, and will beat opponents mashing low attacks.
- Can avoid knockdown from Potemkin's Slidehead and Faust's 100-Ton Weight if timed correctly.
- 6K is another staple in Millia's high/low mix-up.
- Useful in corner pressure due to the low crush and being plus on block.
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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.
- One of your best launchers after corner disc oki.
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2P
2P
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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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9
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Mid
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CS
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YRP
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5
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2
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6
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+2
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- Generally outshined by 2K, this move is still useful for frametraps and tick throws.
- Also slightly easier to time "safejumps" against 8f+ reversals, than with 2K.
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|
2K
2S
2S
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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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SJ
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YRP
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9
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2
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15
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-3
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- A decent pressure tool due to the fact that it hits low and can be jump cancelled on block to reset pressure.
- Millia's best low starter for damage due to being un-prorated.
- Millia has a retracted hurtbox until the move goes active, making it useful for baiting reversals.
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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 very strong ground-to-ground poke because of its long range and ability to fish for knockdowns and whiff punishes.
- Low crushes and low profiles, will beat a lot of moves in footsies.
- 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 as it can be used for fuzzies and to catch opponents mashing reversal throw.
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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 for a variety of okizeme setups and relaunches.
- Burst safe while falling.
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|
j.D
j.D
Your antics tire me
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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.
|
36
|
High/Air
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SJ
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YRP
|
11
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7
|
9+landing 6
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-
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- The staple move in most of Millia's air combos, get used to cancelling this move into IAD.
- Can be used as an air-to-air near the corner since it wall bounces on counter hit, leading to a full combo.
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|
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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+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 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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- 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
Blitz Attack
Convenient hair placement
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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
|
Cancel
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Roman
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Startup
|
Active
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Recovery
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Frame Adv.
|
24x4
|
High/Air
|
-
|
YRP
|
11
|
till landing
|
7 after landing
|
-15
|
- A high mix-up that comes out in 16f if TK'd (2369P).
- Very punishable on block if done without the safety of a projectile and not useful in neutral.
- Best used during Millia's oki, where it is a signature component of her high/low mixup.
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|
Turbo Fall
Turbo Fall j.236K
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Damage
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Guard
|
Cancel
|
Roman
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Startup
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Active
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Recovery
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Frame Adv.
|
-
|
-
|
-
|
Y
|
-
|
-
|
8 after landing
|
-
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- Millia dives down in a 45 degree angle.
- Her command fastfall that alters her trajectory in the air.
- Can pass through opponent during fall.
- jH can be cancelled into this move to salvage some okizeme if you think your combo will drop.
- Can be used for side switching back towards the corner off of an IAD jK setup near the corner.
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|
Tandem Top
Tandem Top 236S/H
S version hits immediately, used for combos and being YRC'd H version is delayed, used for okizeme
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Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
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Frame Adv.
|
S
|
40
|
All
|
-
|
YRP
|
11
|
13
|
Total: 38
|
-1
|
H
|
25x2
|
All
|
-
|
YRP
|
60
|
32, 2
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Total: 35
|
-
|
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.
- S disc YRC can also used as and impromptu oki tool.
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. 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.
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|
Iron Savior
Iron Savior 214P
Hair car; what did you think the license plate was for?
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
36
|
Low
|
-
|
YRP
|
17
|
till it reaches corner
|
18+landing 8
|
-13
|
- Used as an unthrowable low mixup in the corner.
- It's a low that starts with Millia jumping into the air, which means it's easy for your opponent to confuse with TK Bad Moon.
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|
Forward Roll
Forward Roll 214K
Gotta go fast
|
Version
|
Damage
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Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Normal
|
-
|
-
|
-
|
Y
|
-
|
-
|
Total: 28
|
-
|
Roll Again Roll > K
|
-
|
-
|
-
|
Y
|
-
|
-
|
Total: 18
|
-
|
Lust Shaker Roll > S
|
18x4
|
All
|
-
|
YRP
|
17
|
1(3)1(3)1(3)1
|
7
|
+6
|
Digitalis Roll > H
|
45
|
All
|
-
|
YRP
|
8
|
4
|
26
|
-11
|
Dust Roll > D
|
23
|
High
|
-
|
YRP
|
25
|
4
|
20
|
-10
|
- Roll > Digitalis out of lvl 4 moves acts as a frametrap, somewhat useful in the corner as Digitalis wall sticks on counter hit.
- Roll > Roll Again > Throw can be used occasionally against opponents who are respecting the other followup options.
- Roll tucks Millia's hurtbox very low to the ground, where only attacks that touch the floor will hit her. Can be used to bait dead angles this way.
- The roll has no invul and can be thrown; limiting its usage as a crossup.
|
|
Lust Shaker
Lust Shaker 214S or SSSS....
Take a moment to appreciate this animation in glorious HD
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
214S
|
18x4
|
All
|
-
|
YRP
|
17
|
1(3)1(3)1(3)1
|
7
|
+6
|
SSSS....
|
15xN
|
All
|
-
|
YRP
|
10
|
{1(3)}xN
|
7
|
+6
|
- Good for frame trap pressure on the ground due to it being plus on block.
- Can be used at the end of air combos to bait bursts and build a little extra meter.
|
|
Silent Force
Silent Force j.214S
Very fast, but you only get one shot Pick up the pin to use Silent Force again
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
20
|
All
|
-
|
YRP
|
11
|
-
|
-
|
-
|
- 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.
|
|
Secret Garden
Secret Garden 214H > direction + H
Almost as good as unplugging your opponent's stick
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
Summon
|
-
|
-
|
-
|
YRP
|
57
|
-
|
Total: 74
|
-
|
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.
- Does not go away when Millia gets hit, forcing an enormous amount of respect from your opponent.
- 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.
|
|
Overdrives
Emerald Rain
Winger
Winger 2141236H
Because you're worth it
|
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.
- Ground tumbles on hit allowing you to follow up with a combo near the corner.
- Despite technically being a reversal super, it is also commonly used as an unburstable combo ender.
|
|
Chroming Rose
Chroming Rose 214214S
Setplay Install
|
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 on air hit.
- 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.
- Additionally the roses make many unsafe special moves safe on block in this state.
- Useful in the corner for creating safe, mixup heavy pressure that is difficult to escape.
|
|
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.
|
|