(→5D) |
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(40 intermediate revisions by 7 users not shown) | |||
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|guts=3 | |guts=3 | ||
|stun=55 | |stun=55 | ||
|weight=Light | |||
|jumpStartup=3F | |jumpStartup=3F | ||
|backdashTime=11F | |backdashTime=11F | ||
Line 46: | Line 47: | ||
===Weaknesses=== | ===Weaknesses=== | ||
*Has the second lowest defense in the game | *Has the second lowest defense in the game and no real reversal options. | ||
*Deals low damage on average. | *Deals low damage on average. | ||
*Cannot confirm into a knockdown at max footsie range without spending tension. | *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. | *Pokes are beaten by more purebred footsie characters such as Sol and Faust. | ||
*Lots of character specific combos depending on height and weight. | *Lots of character specific combos depending on height and weight. | ||
<br clear=all/> | <br clear=all/> | ||
Line 60: | Line 59: | ||
|name=5P | |name=5P | ||
|image=GGXRD_Millia_5P.png | |image=GGXRD_Millia_5P.png | ||
|caption= | |caption=An amazing standing jab | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 81: | Line 80: | ||
*Jump-cancelable on hit or block. | *Jump-cancelable on hit or block. | ||
*Can be used to break dashes without incurring the meter penalty caused by Faultless Defense. | *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 | *5P is typically used to make the opponent respect your space in neutral or defensive positions. | ||
*It is also useful as an anti-air due to its speed and | *It is also useful as an anti-air due to its speed and good horizontal hitbox. | ||
}} | }} | ||
}} | }} | ||
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*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 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. | ||
}} | }} | ||
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*Combos into 2D, scoring you a knockdown. | *Combos into 2D, scoring you a knockdown. | ||
*Can combo into knockdown at max range if RC'd. | *Can combo into knockdown at max range if RC'd. | ||
*Can be used as a decent throw OS as 4H since the first hit comes out in 6 frames and combos into 2D. | *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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|description= | |description= | ||
*Slow overhead. | *Slow overhead. | ||
*Will clash with DPs . | *Will clash with DPs. | ||
*Will catch people attempting to reversal throw or mash. | *Will catch people attempting to reversal throw or mash. | ||
}} | }} | ||
Line 245: | Line 244: | ||
|inv= *Upper body frames 1-12. | |inv= *Upper body frames 1-12. | ||
|description= | |description= | ||
*Upper body invincibility 1- | *Upper body invincibility 1-12f. | ||
*Universal anti-air. | *Universal anti-air. | ||
*First hit causes Stagger on Counter Hit. | *First hit causes Stagger on Counter Hit. | ||
6P has a long recovery on whiff, so avoid using it if opponent still has | *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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|recovery=12 | |recovery=12 | ||
|frameAdv=+1 | |frameAdv=+1 | ||
|inv= | |inv=5-20 (lower body) | ||
|description= | |description= | ||
*An overhead attack. | *An overhead attack. | ||
*Lower body invulnerability from frame | *Lower body invulnerability from frame 5~20, and will beat opponents mashing low attacks. | ||
*Can avoid knockdown from Potemkin's Slidehead and Faust's 100-Ton Weight if timed correctly. | *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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*First hit is jump-cancellable on hit or block. | *First hit is jump-cancellable on hit or block. | ||
*Special cancellable on both hits. | *Special cancellable on both hits. | ||
A versatile tool in pressure and combos. | *A versatile tool in pressure and combos. | ||
*One of your best launchers after corner disc oki. | |||
}} | }} | ||
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|description= | |description= | ||
*Generally outshined by 2K, this move is still useful for frametraps and tick throws. | *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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|description= | |description= | ||
*A decent pressure tool due to the fact that it hits low and can be jump cancelled on block to reset pressure. | *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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|inv= | |inv= | ||
|description= | |description= | ||
*Another strong ground-to-ground poke because of its long range and ability to fish for knockdowns and whiff punishes. | *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. | *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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*Useful for catching opponents above you. | *Useful for catching opponents above you. | ||
*Part of your air combos to go to as this confirms into j.S and j.D. | *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 | *Also serves a purpose with mix-ups as it can be used for fuzzies and to catch opponents mashing reversal throw. | ||
}} | }} | ||
}} | }} | ||
Line 517: | Line 523: | ||
*A good air-to-ground. | *A good air-to-ground. | ||
*Can convert into c.S if done close enough to the ground. | *Can convert into c.S if done close enough to the ground. | ||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
*Millia's primary air combo ender, as it will result in a knockdown from most heights, allowing you to set up oki. | *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 | *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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|name=j.D | |name=j.D | ||
|image=GGXRD_Millia_jD.png | |image=GGXRD_Millia_jD.png | ||
|caption= | |caption=Your antics tire me | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*The staple move in most of Millia's air combos. | *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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*Very important to your mix-up game. | *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. | *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. | *Can combo into 5K for a full combo on certain characters without RC'ing. | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*As of 1.10 | *As of -SIGN- 1.10 it blows the opponent horizontally on hit. | ||
}} | }} | ||
}} | }} | ||
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|name=Blitz Attack | |name=Blitz Attack | ||
|image=GGXRD-R_Millia_BlitzAttack.png | |image=GGXRD-R_Millia_BlitzAttack.png | ||
|caption= | |caption=Convenient hair placement | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv=? | |inv=? | ||
|description= | |description= | ||
* | *It's a blitz alright. | ||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*A high mix-up that comes out | *A high mix-up that comes out in 16f if TK'd (2369P). | ||
*Very punishable on block and not | *Very punishable on block if done without the safety of a projectile and not useful in neutral. | ||
*Best used during Millia's oki | *Best used during Millia's oki, where it is a signature component of her high/low mixup. | ||
}} | }} | ||
}} | }} | ||
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*Her command fastfall that alters her trajectory in the air. | *Her command fastfall that alters her trajectory in the air. | ||
*Can pass through opponent during fall. | *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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|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 | ||
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*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. | ||
}} | }} | ||
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|description= | |description= | ||
*Used as an unthrowable low mixup in the corner. | *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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|image=GGXRD_Millia_ForwardRoll.png | |image=GGXRD_Millia_ForwardRoll.png | ||
|image2=GGXRD_Millia_Digitalis.png | |image2=GGXRD_Millia_Digitalis.png | ||
|caption= | |caption=Gotta go fast | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*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 > 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. | *The roll has no invul and can be thrown; limiting its usage as a crossup. | ||
}} | }} | ||
}} | }} | ||
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|input=214S or SSSS.... | |input=214S or SSSS.... | ||
|image=GGXRD_Millia_LustShaker.png | |image=GGXRD_Millia_LustShaker.png | ||
|caption= | |caption=Take a moment to appreciate this animation in glorious HD | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*Good for frame trap pressure on the ground. | *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. | ||
}} | }} | ||
}} | }} | ||
Line 1,020: | Line 1,030: | ||
|input=214H > direction + H | |input=214H > direction + H | ||
|image=GGXRD_Millia_SecretGarden.png | |image=GGXRD_Millia_SecretGarden.png | ||
|caption= | |caption=Almost as good as unplugging your opponent's stick | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 1,057: | Line 1,067: | ||
*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. | *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. | *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. | *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. | *Can be used as oki off of 2D midscreen against characters with slow face-down wakeup times or poor options for punishing it. | ||
Line 1,097: | Line 1,108: | ||
|image=GGXRD_Millia_Winger.png | |image=GGXRD_Millia_Winger.png | ||
|image2=GGXRD_Millia_Winger2.png | |image2=GGXRD_Millia_Winger2.png | ||
|caption= | |caption=Because you're worth it | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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*Invuln: 1-7 full, 8-? airborne. | *Invuln: 1-7 full, 8-? airborne. | ||
*Dangerous to attempt against meaty projectiles. | *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. | *Despite technically being a reversal super, it is also commonly used as an unburstable combo ender. | ||
}} | }} | ||
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|image=GGXRD_Millia_ChromingRose.png | |image=GGXRD_Millia_ChromingRose.png | ||
|image2=GGXRD_Millia_ChromingRose2.png | |image2=GGXRD_Millia_ChromingRose2.png | ||
|caption= | |caption=Setplay Install | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|description= | |description= | ||
*An install super which causes Millia's movement and special moves to leave a trail of damaging roses. | *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. | *Roses leave opponent in a juggle state on air hit. | ||
*lasts for 360F (6 seconds) normally and 432F (7.2 seconds) in Hellfire 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. | *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 | *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. | |||
}} | }} | ||
}} | }} | ||
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|image2=GGXRD_Millia_IronMaiden2.png | |image2=GGXRD_Millia_IronMaiden2.png | ||
|image3=GGXRD_Millia_IronMaiden3.png | |image3=GGXRD_Millia_IronMaiden3.png | ||
|caption= | |caption= Maybe it's Maybelline ♥ | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
Line 1,189: | Line 1,201: | ||
|cancel= | |cancel= | ||
|roman= | |roman= | ||
|startup=9+12 | |startup=9+12[5+12] | ||
|active=6 | |active=6 | ||
|recovery=34 | |recovery=34 | ||
|frameAdv=-23 | |frameAdv=-23 | ||
|inv= | |inv= | ||
|description= | |description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | ||
*Uses the animation of her Emerald Rain, but without the projectiles. | |||
*Due to Millia's low overall damage, knowing how to combo into this can be useful if the situation arises. | *Due to Millia's low overall damage, knowing how to combo into this can be useful if the situation arises. | ||
}} | }} |
Revision as of 17:12, 18 January 2017
Millia Rage |
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Defense Modifier: x1.22 Guts Rating: 3 Weight: Light 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 and no real reversal 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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