(→Winger) |
No edit summary |
||
(23 intermediate revisions by 8 users not shown) | |||
Line 10: | Line 10: | ||
|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. | ||
}} | }} | ||
}} | }} | ||
Line 109: | Line 108: | ||
*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. | ||
}} | }} | ||
Line 193: | Line 192: | ||
*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. | ||
}} | }} | ||
}} | }} | ||
Line 272: | Line 271: | ||
|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. | *6K is another staple in Millia's high/low mix-up. | ||
Line 387: | Line 386: | ||
|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'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. | |||
}} | }} | ||
}} | }} | ||
Line 557: | Line 557: | ||
|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 | ||
Line 604: | Line 604: | ||
*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. | ||
}} | }} | ||
Line 730: | Line 729: | ||
|description= | |description= | ||
*A high mix-up that comes out in 16f if TK'd (2369P). | *A high mix-up that comes out in 16f if TK'd (2369P). | ||
*Very punishable on block and not useful in neutral. | *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. | *Best used during Millia's oki, where it is a signature component of her high/low mixup. | ||
}} | }} | ||
Line 760: | Line 759: | ||
*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. | |||
}} | }} | ||
}} | }} | ||
Line 1,029: | 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 1,107: | 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 | ||
Line 1,137: | Line 1,138: | ||
|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 | ||
Line 1,172: | Line 1,173: | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 1,188: | Line 1,189: | ||
|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 1,200: | 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. | ||
}} | }} | ||
Line 1,235: | Line 1,219: | ||
}} | }} | ||
{{Navbar-GGXRD-R}} | {{Navbar-GGXRD-R}} | ||
[[Category:Guilty Gear]] | [[Category:Guilty Gear Xrd -REVELATOR-]] | ||
[[Category: | [[Category:Millia Rage]] |
Revision as of 19:30, 14 March 2018
Millia Rage |
---|
Defense Modifier: x1.22 Guts Rating: 3 Weight: Light Stun Resistance: 55 Jump Startup: 3F Backdash Time 11F / Invul: 1-5F
|
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 |
---|
5K
5K |
---|
c.S
c.S |
---|
f.S
f.S |
---|
5H
5H |
---|
5D
5D |
---|
6P
6P |
---|
6K
6K |
---|
6H
6H |
---|
2P
2P |
---|
2K
2K |
---|
2S
2S |
---|
2H
2H |
---|
2D
2D |
---|
j.P
j.P |
---|
j.K
j.K |
---|
j.S
j.S |
---|
j.H
j.H |
---|
j.D
j.D |
---|
Universal Mechanics
Ground Throw
Ground Throw |
---|
Air Throw
Air Throw |
---|
Dead Angle Attack
Dead Angle Attack |
---|
Blitz Shield Charge Attack
Blitz Attack |
---|
Special Moves
Bad Moon
Bad Moon j.236P |
---|
Turbo Fall
Turbo Fall j.236K |
---|
Tandem Top
Tandem Top 236S/H |
---|
Iron Savior
Iron Savior 214P |
---|
Forward Roll
Forward Roll 214K |
---|
Lust Shaker
Lust Shaker 214S or SSSS.... |
---|
Silent Force
Silent Force j.214S |
---|
Secret Garden
Secret Garden 214H > direction + H |
---|
Overdrives
Emerald Rain
Emerald Rain 236236S |
---|
Winger
Winger 2141236H |
---|
Chroming Rose
Chroming Rose 214214S |
---|
Instant Kill
Iron Maiden in IK mode: 236236H |
---|