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|guts=3 | |guts=3 | ||
|stun=55 | |stun=55 | ||
|weight=Light | |||
|jumpStartup=3F | |jumpStartup=3F | ||
|backdashTime=11F | |backdashTime=11F | ||
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===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/> | ||
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*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 | *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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|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. | ||
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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 | ||
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|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. | ||
}} | }} | ||
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}} | }} | ||
{{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 |
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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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