GGXRD-R2/Millia Rage

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Millia Rage
GGXRD-R Millia Portrait.png

Defense Modifier: x 1.22

Guts Rating: 3

Weight: [105] Light

Stun Resistance: 55

Jump Startup: 3F

Backdash Time 11F / Invul: 1-5F

Wakeup (Face Up/Down): 25F / 23F

Movement Options
  • Run dash
  • Double jump.
  • Airdash x2
Play-style
Oki, Mix-Up, Punish

Overview[edit]

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 gains RISC quite easily and retains the cranked up gauge for quite a while, even long after she escaped pressure, forcing her to be more respectful in neutral. Her ground normals are weak in comparison to other characters, so she can struggle in footsie situations.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Possesses the strongest and most consistent okizeme in the game.
  • Unmatched high/low mixup game that can be made safe with proper setups.
  • Fantastic mobility with 2 airdashes and great run speed, as well as fast evasive movements, like Roll or Turbo Fall.
  • Capable of converting almost any hit into a knockdown.
  • Strong neutral game centred around baiting and punishing.
  • Fast meter gain, allowing her to spend tension for amazing utility.
  • Great damage potentials with proper optimization.
  • Has the second lowest health in the game, low stun resistance and possesses no truly meterless reversal options.
  • Also has the highest RISC gain rate and the slowest RISC decay rate in the game.
  • Cannot confirm into a knockdown at max footsie range without spending tension.
  • Requires good pin (Silent Force) managements in neutral to prevent being camped on, which also stops her from getting midscreen air knockdowns.
  • Ground 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[edit]

5P[edit]
5P
GGXRD Millia 5P.png
An amazing standing jab
Damage Guard Startup Active Recovery Frame Adv.
14 Mid 7 5 6 -1
  • Fairly fast normal.
  • Whiffs on all crouching opponents.
  • Jump-cancelable on hit or block.
  • Break your ground dashes with this to prevent the meter penalty caused by Faultless Defense.
  • Typically used to make the opponent respect your space in neutral or defensive positions.
  • Useful as a situational anti-air due to its speed and good horizontal hitbox.


5K[edit]
5K
GGXRD Millia 5K.png
Kick me leg up real high
Damage Guard Startup Active Recovery Frame Adv.
12 Mid 5 6 14 -10
  • Fastest of Millia's standing normals.
  • Jump-cancelable on hit or block.
  • Highly situational anti air, can be used for catching falling opponents and converting into an air combo on hit.
  • One of her primary tools for pressure, as it can lead to a variety of mix-ups and frametraps.


c.S[edit]
c.S
GGXRD Millia cS.png
Wing up
Damage Guard Startup Active Recovery Frame Adv.
22x2 Mid 7 3, 3 17 -6
  • Decent vertical hitbox.
  • Jump-cancelable on hit or block.
  • Situational anti-air; i.e: run under c.S to counter jump-ins.
  • Also useful in pressure due to its numerous followup options.


f.S[edit]
f.S
GGXRD Millia fS.png
The footsies button
Damage Guard Startup Active Recovery Frame Adv.
28 Mid 7 2 16 -6
  • This move acts as Millia's primary ground-to-ground poke.
  • 90% starting proration
  • Combos into 2S, 5H, 2H and Tandem Top S at closer ranges.
  • At far range doesn't confirm into knockdown or launch without RRC, but can go into Emerald Rain.


5H[edit]
5H
GGXRD Millia 5H.png
When in doubt, wake-up 4H
Damage Guard Startup Active Recovery Frame Adv.
30x2 Mid 6 4(2)2 21 -4
  • Combos into 2D , or Roll > Digtalis on a crouching opponent, scoring you a knockdown.
  • Can be used as a decent throw OS when input as 4H, since the first hit comes out in 6 frames and combos into 2D.
  • On counter hit, you can convert the first hit of this move into Roll, then c.S (1) > 2H > xxx.


5D[edit]
5D
GGXRD Millia 5D.png
Overhead from below!
Damage Guard Startup Active Recovery Frame Adv.
23 High 28 4 20 -10
  • Slow overhead, but Millia rolls backward during the attack animation.
  • Will clash with DPs.
  • Will catch people attempting to reversal throw or mash.


6P[edit]
6P
GGXRD Millia 6P.png
The Lily of Steel alright
Damage Guard Startup Active Recovery Frame Adv.
22 Mid 10 5 22 -13
  • Universal anti-air, with upper body invincibility 1-14f.
  • 90% starting proration.
  • As of 2.1, only hits once, but has an improved hitbox.
  • 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. In 2.1, she gets an additional gatling route to 6H, acting as a very strong frame trap option, as well as being a very good confirm from a CH anti-air 6P.


6K[edit]
6K
GGXRD Millia 6K.png
Reactable
Damage Guard Startup Active Recovery Frame Adv.
25 High 19 4 12 +1
  • A very deceptive overhead attack, with 70% starting proration. Hits crouchers starting from 21F.
  • Another staple in Millia's high/low mix-up.
  • 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.
  • Useful in corner pressure due to the low crush and being plus on block.
  • With the improved Digitalis, Millia can combo 6K on crouchers into 5K > fS > 5H > Roll > Digitalis for a stable max range knockdown.


6H[edit]
6H
GGXRD Millia 6H.png
This move only gets better the more you think about it
Damage Guard Startup Active Recovery Frame Adv.
35x2 Mid, High 15 3(6)5 18 -6
  • A long range 2-hit attack.
  • First hit is jump-cancellable on hit or block.
  • Second hit is an overhead, with 90% starting proration.
  • Special cancellable on both hits.
  • A versatile tool in pressure and combos.
  • One of your best launchers after corner disc oki.
  • Devatasting as a counter hit starter, will make your opponent think twice about mashing against Millia's frame traps.


2P[edit]
2P
GGXRD Millia 2P.png
Damage Guard Startup Active Recovery Frame Adv.
9 Mid 5 2 6 +2
  • Generally outshined by 2K, this move is still useful for frametraps and tick throws.
  • 85% starting proration.
  • Also slightly easier to time "safejumps" against 8f+ reversals, than with 2K.
  • Ground dash under 2P can work as a very situational anti-air.


2K[edit]
2K
GGXRD Millia 2K.png
Damage Guard Startup Active Recovery Frame Adv.
8 Low 5 2 7 +1
  • Primary pressure starter that hits low.
  • 70% starting proration.
  • Good for frame trapping (into 6P, 5K or f.S) and tick throwing after Dash > Faultless Defense.


2S[edit]
2S
GGXRD Millia 2S.png
How you get the best damage from oki setups
Damage Guard Startup Active Recovery Frame Adv.
26 Low 9 2 15 -3
  • 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 thanks to its speed and the 100% proration.
  • With proper timing, one can make full use of it to bait certain reversals during okizeme.


2H[edit]
2H
GGXRD Millia 2H.png
Flip dat hair, gurl!
Damage Guard Startup Active Recovery Frame Adv.
33 Mid 11 7 12 -2
  • Millia's main launcher, and a staple normal to convert ground combos into aerial ones.
  • Situational/preemptive anti-air due to its slow startup.
  • Jump-cancellable on hit or block.
  • Good amount of untechable time on counter hit.


2D[edit]
2D
GGXRD Millia 2D.png
One of the slowest, but also one of the longest
Damage Guard Startup Active Recovery Frame Adv.
26 Low 13 3 12 -1
  • Very strong ground poke because of its long range and ability to fish for knockdowns and whiff punishes.
  • Low crushes certain moves, will beat a lot of moves in footsies.
  • After scoring a knockdown, dash in and H Tandem Top (or cancel into roll then H Tandem Top if at max range) to start your mix-up game.


j.P[edit]
j.P
GGXRD Millia jP.png
Your staple air-to-air move
Damage Guard Startup Active Recovery Frame Adv.
10 High/Air 5 6 8 -
  • An extremely strong air-to-air due to its speed and hitbox.
  • Best for hitting opponents below Millia.
  • Can be whiff cancelled into itself or j.K.
  • Also useful as a pressure escaping tool, especially if combined with super jump.


j.K[edit]
j.K
GGXRD Millia jK.png
Another staple air-to-air
Damage Guard Startup Active Recovery Frame Adv.
12 High/Air 4 6 12 -
  • VERY fast air normal. Useful for catching opponents above you, or for anti-airing, thanks to its active frames and good vertical hitbox.
  • Part of your air combos to go to as this confirms into j.S and j.D, as well as reverse-chain to jP.
  • Also serves a purpose with mix-ups as it can be used for fuzzies and to catch opponents mashing reversal throw.


j.S[edit]
j.S
GGXRD Millia jS.png
Deceptively good as a safe-jump attack
Damage Guard Startup Active Recovery Frame Adv.
26 High/Air 10 6 12 -
  • Millia's usual air combo fodder.
  • A good air-to-ground move that's often used in tandem with jK after a low airdash.
  • Can link into c.S if done close enough to the ground.


j.H[edit]
j.H
GGXRD-R2 Millia j.H.png
Use this for most of your optimal combos
Damage Guard Startup Active Recovery Frame Adv.
28 High/Air 8 10 24 -
  • Hits very deeply as Millia extends her hitbox down to the ground. Can stuff certain anti-air moves with good timing.
  • Has a gatling route to jD for damaging air combo extensions.
  • A jump-in attack that can be used close to the ground to give yourself some frame advantage upon landing, which can lead into tricky mix-ups.
  • Has a crossup hitbox to use for okizeme in tandem with discs, can be used to reset pressure from an instant airdash.


j.D[edit]
j.D
GGXRD Millia jD.png
Your antics tire me
Damage Guard Startup Active Recovery Frame Adv.
36 High/Air 11 7 9+landing 6 -
  • 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 possibly very damaging combo.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GGXRD Millia GroundThrow.png
"Gomen nasai."
Damage Guard Startup Active Recovery Frame Adv.
55 Ground Throw: 70000 1 - - +60
  • 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.


Air Throw[edit]
Air Throw
GGXRD Millia AirThrow.png
Damage Guard Startup Active Recovery Frame Adv.
55 Air Throw: 192500 1 - - -
  • 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.


Dead Angle Attack[edit]
Dead Angle Attack
GGXRD Millia 6P.png
RIP busted 1.0 knockdown Dead Angle
Damage Guard Startup Active Recovery Frame Adv.
20 All 10 3 23 -12
  • As of -SIGN- 1.10 it blows the opponent horizontally on hit.


Blitz Shield Charge Attack[edit]
Blitz Attack
GGXRD-R Millia BlitzAttack.png
Convenient hair placement
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged 50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
-2
Max Charge 50 Mid 50+13 3 Hit: 11
Whiff: 20
-+5
  • It's a blitz alright.


Special Moves[edit]

Bad Moon[edit]
Bad Moon
j.236P
GGXRD Millia BadMoon.png
Anyone who says they can react to this is lying
Damage Guard Startup Active Recovery Frame Adv.
24x10 High/Air 11 till landing 7 after landing -15
  • A high mix-up that comes out in 16f if TK'd (2369P). 85% starting proration.
  • Very punishable on block if done without the safety of a projectile and not useful in neutral, also leaves Millia crouching on recovery.
  • Best used during Millia's oki, where it is a signature component of her high/low mixup.
  • New to 2.1: Millia gains access to the enhanced version of Bad Moon upon reaching double jump height, with the attack descending much faster, as well as doing more damage and hits than usual. With proper timing and combo adjustments, it can be used to knockdown the opponent without the need of Silent Force (see below), allowing her to keep her core neutral tool more often.


Turbo Fall[edit]
Turbo Fall
j.236K
GGXRD Millia TurboFall.png
Zoop zoops
Damage Guard Startup Active Recovery Frame Adv.
- - - - 8 after landing -
  • Millia's command fast fall that alters her trajectory in the air, as she dives down in a 45 degree angle.
  • Can pass through opponent during fall.
  • Combined with YRC, this move makes Millia's neutral much more unpredictable and also allows her to maneuver on air to easily avoid certain projectiles.
  • Can be used for side switching back towards the corner off of an IAD jK setup near the corner.


Tandem Top[edit]
Tandem Top
236S/H
GGXRD Millia TandemTop.png
S version hits immediately, used for combos and being YRC'd
GGXRD Millia TandemTop2.png
H version is delayed, used for okizeme
Version Damage Guard Startup Active Recovery Frame Adv.
S 40 All 11 13 Total: 38 -1
H 25x2 All 60 32, 2 Total: 35 -
  • Millia's signature move.

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.


Iron Savior[edit]
Iron Savior
214P
GGXRD Millia IronSavior.png
Hair car; what did you think the license plate was for?
Damage Guard Startup Active Recovery Frame Adv.
36 Low 17 till it reaches corner 18+landing 8 -13
  • 90% starting proration.
  • Used as an unthrowable low mixup in the corner, in tandem with the disc.
  • 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.


Forward Roll[edit]
Forward Roll
214K
GGXRD Millia ForwardRoll.png
Gotta go fast
GGXRD Millia Digitalis.png
Version Damage Guard Startup Active Recovery Frame Adv.
Normal - - - - Total: 28 -
Roll Again
Roll > K
- - - - Total: 18 -
Lust Shaker
Roll > S
18x4 All 17 1(3)1(3)1(3)1 7 +6
Digitalis
Roll > H
45 All 8 4 26 -11
Dust
Roll > D
23 High 25 4 20 -10
  • 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, as well as evading/whiff-punishing other slow standing pokes. However, Roll has no invul and can be thrown, limiting its usage as a crossup.
  • Roll > Roll Again > Throw can be used occasionally against opponents who are respecting the other followup options.
  • Roll > Digitalis out of lvl 4 moves acts as a frametrap, somewhat useful in the corner as Digitalis wall sticks on counter hit. In REV2, you can combo 5H into Roll > Digitalis on crouchers.
  • As of Rev2.1, Roll can be used to pick up the pin from Silent Force (see below). This does not change the functionality of Roll, which means you have all the normal options afterwards. Very handy when applying okizeme or a blockstring.


Lust Shaker[edit]
Lust Shaker
214S or SSSS....
GGXRD Millia LustShaker.png
Take a moment to appreciate this animation in glorious HD
Version Damage Guard Startup Active Recovery Frame Adv.
214S 18x4 All 17 1(3)1(3)1(3)1 7 +6
SSSS.... 15xN All 10 {1(3)}xN 7 +6
  • Good for frame trap pressure due to it being very plus on block.
  • Can be used at the end of air combos to bait bursts and build a little extra meter.
  • The mash version of this move is faster to come out so do remember to use it here and there after her 2D sweep for adjusting your opponent's wake-up timing, allowing for a better oki setup.


Silent Force[edit]
Silent Force
j.214S/H
GGXRD Millia SilentForce.png
Very fast, but you only get one shot
GGXRD Millia SilentForce2.png
Pick up the pin to use Silent Force again
Damage Guard Startup Active Recovery Frame Adv.
20 All 11 Until grounded 23/27 -
  • 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 (or use Roll on it) before it can be thrown again, so avoid throwing it out carelessly. As of 2.1, you can also use Roll to pick the pin up on the ground.
  • 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.
  • In REV2, the pin is Millia's primary way of scoring a knockdown from an air combo, allowing her to start her okizeme game.


Secret Garden[edit]
Secret Garden
214H > direction + H
GGXRD Millia SecretGarden.png
Almost as good as unplugging your opponent's stick
Version Damage Guard Startup Active Recovery Frame Adv.
Summon - - 57 - Total: 74 -
Each Hit 30x1~5 - 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, however requires more conditions to properly set up.
  • Does not go away when Millia gets hit, forcing the opponent to greatly respect it during okizeme.


Overdrives[edit]

Emerald Rain[edit]
Emerald Rain
236236S
GGXRD Millia EmeraldRain.png
Damage Guard Startup Active Recovery Frame Adv.
36x3 All 4+1 - Total: 74 -3
  • As of 2.1, Emerald Rain now has 90% forced proration, and applies weaker wall bounces to the opponent.
  • Can be used to allow Millia to convert into knockdown off of hits that normally could not.


Winger[edit]
Winger
2141236H
GGXRD Millia Winger.png
Because you're worth it
GGXRD Millia Winger2.png
Damage Guard Startup Active Recovery Frame Adv.
40, 25x4, 80 Mid, High 5+1 10(10)15 30 -22
  • Invuln: 1-7 full, 8-? airborne. Last descending attack hits overhead.
  • Dangerous to attempt against meaty projectiles.
  • Ground tumbles on hit allowing you to follow up with a combo near the corner, or even an Instant Kill (see below).
  • Despite technically being a reversal super, it is also commonly used as an unburstable combo ender.


Chroming Rose[edit]
Chroming Rose
214214S
GGXRD Millia ChromingRose.png
Setplay Install
GGXRD Millia ChromingRose2.png
Version Damage Guard Startup Active Recovery Frame Adv.
Summon - - 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. All on-screen roses instantly disappear if Millia takes damage.
  • Roses leave opponent in a juggle state on air hit. They also lock out the opponent's Burst usage on 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, especially in the corner.
  • Additionally the roses make many unsafe special moves safe on block in this state, i.e: Bad Moon, Iron Savior, Digitalis.
  • Useful in the corner for creating safe, mixup heavy pressure that is very difficult to escape.


Instant Kill[edit]

Iron Maiden
in IK mode: 236236H
GGXRD Millia IronMaiden.png
Maybe it's Maybelline ♥
GGXRD Millia IronMaiden2.png
GGXRD Millia IronMaiden3.png
Version Damage Guard Startup Active Recovery Frame Adv.
Normal DESTROY All 9+12[5+12] 6 34 -23
  • [ ] 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.
  • Winger > Gold IK is a very common and practical round ender, so knowing how to combo and convert into it can be useful when the situation arises.



Guilty Gear Xrd REV 2e
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