GGXRD-R2/Millia Rage/Okizeme: Difference between revisions

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<center>{{Character Label|GGXRD-R2|Millia Rage|size=42px}}</center>
<center>{{Character Label|GGXRD-R2|Millia Rage|42px}}</center>
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== Introduction ==
== Introduction ==
Millia is a character entirely based on her okizeme. She gets entirely safe 50/50 mixups covered by H Tandem Top, which she can easily set up after every single knockdown. Thanks to Pin, it's very rare that she cannot secure a knockdown from an air combo (and she can use Bad Moon in some situations instead).  
Millia is a character entirely based on her okizeme. She gets entirely safe 50/50 mixups covered by {{MMC|chara=Millia Rage|input=236H|label=H Tandem Top}}, which she can easily set up after most knockdowns. As long as she has access to {{MMC|chara=Millia Rage|input=j.214S|label=Pin}}, it's very rare that she cannot secure a knockdown from an air combo (she can also use Bad Moon in some situations instead).  


=== Mixup Options ===
=== Mixup Options ===
;Overheads
{{TheoryBox
* TK Bad Moon (fast, throw invulnerable)
| Title      = Overheads
* 6K (slower, plus and low crushes)
| Oneliner  = Check your dome.
* IAD (plus, throw invulnerable)
| Difficulty =
;Lows
| Anchor    =
* 2K (fastest, lowest reward)
| Recipe    = {{MMC|chara=Millia Rage|input=j.236P|label=TK Bad Moon}} <br> {{MMC|chara=Millia Rage|input=214S|label={{clr|K|6K}}}} <br> IAD
* 2S (slightly slower, high reward)
| content    =
* 214P (slowest, throw invulnerable)
TK Bad Moon is the gold standard for Millia's overheads. It's fast and throw invulnerable which works in tandem with late disc knockdowns. When covered by a disc, it gives a good combo while also being safe on block. It is very punishable when used without the cover of a disc. {{clr|K|6K}} is a slower overhead, but is plus on block in exchange for its speed. It also low crushes and can counter low-hitting abare normals. {{clr|K|6K}} will always lead to a combo, with a disc or not. In comparison to TK Bad Moon, {{clr|K|6K}} is not throw invulnerable. Lastly, Millia has an excellent suite of air normals. Discs can easily cover an airdash mixup and airdashes can also be used to make discs hit crossup (by airdashing over the opponent).
;Risky Options
 
* Throw (only after non-meaty disc)
It should be noted that after an IAD, Millia can go high with the initial IAD, or airdash again/land low as an additional layer. This second layer is ambiguous and somewhat similar to an empty jump airdash mixup.
* Roll (crossup, vulnerable to throws)
}}
It should be noted that after an IAD, Millia can go high with the initial IAD, or airdash again/land low as an additional layer. This second layer is ambiguous and somewhat similar to an empty jump.
 
{{TheoryBox
| Title      = Lows
| Oneliner  = Watch your shins.
| Difficulty =
| Anchor    =
| Recipe    = {{MMC|chara=Millia Rage|input=2K|label={{clr|K|2K}}}} <br> {{MMC|chara=Millia Rage|input=2S|label={{clr|S|2S}}}} <br> {{MMC|chara=Millia Rage|input=214P|label=Iron Savior}} <br>
| content    =
{{clr|K|2K}} is Millia's fastest low, clocking in at 5 frames. Being a {{clr|K|K}} normal, it also has the worst scaling out of any of her lows. {{clr|S|2S}} is slower at 9 frames, but has no initial proration whatsoever. Iron Savior rounds out Millia's low options, as it is the slowest but the only low she has that is throw invulnerable. It's best used in tandem with TK Bad Moon as even though its startup is somewhat slow, Millia's hop into the air resembles the startup of TK Bad Moon, making it more difficult to block than it would seem.
}}
 
{{TheoryBox
| Title      = Risky Options
| Oneliner  = Give up safety to increase their mental stack.
| Difficulty =
| Anchor    =
| Recipe    = Ground Throw <br> {{MMC|chara=Millia Rage|input=214K|label=Roll}}
| content    =
Throw is only available as a mixup with late disc, as otherwise the opponent will have throw invul from wakeup and be in blockstun from the disc. Roll can be used as an ambiguous grounded crossup but is vulnerable to throw. Use it after conditioning the opponent not to throw by using options like TK Bad Moon and Iron Savior.
}}


== Example Routes ==
== Example Routes ==
=== Digitalis ===
=== Digitalis ({{clr|K|214K}}~{{clr|H|H}}) ===
Outside the corner, Digitalis knocks down far away enough from the corner that Milla cannot set up H Tandem Top. Instead, she can safejump with IAD j.Pw > AD j.H or go low with IAD j.Pw > land 2D. She can't autopilot the safejump due to High Blitz, but having the threat of the safejump will make opponents less likely to try and reversal out.
Outside the corner, {{MMC|chara=Millia Rage|input=Roll > H|label=Digitalis}} knocks down far away enough from the corner that Milla cannot set up H Tandem Top. Instead, she can safejump with IAD {{clr|P|j.P}}w > AD {{clr|H|j.H}} or go low with IAD {{clr|P|j.P}}w > AD > land {{clr|K|2K}}. She can't autopilot the safejump due to High Blitz, but having the threat of the safejump will make opponents less likely to try and reversal out. Alternatively, Millia can dash forward jump and throw Pin which will meaty safely and beat most wakeup options, but force her to take risks to retrieve it afterwards.
----
 
=== H Tandem Top ({{clr|H|236H}}) ===
Millia has two main kinds of knockdowns: meaty and late disc. Meaty disc allows for a DP-safe airdash high/low, whereas late disc requires Millia to bait DPs manually. In exchange, late disc is plus enough for two "unsafe" mixups instead of one safe mixup. Late disc also allows her to threaten with a throw.
 
<tabber>
Meaty Disc =
{{TheoryBox
| Title      = Meaty Disc
| Oneliner  = Powerful, but specific.
| Difficulty =
| Anchor    =
| Recipe    = aircombo > {{clr|S|S}} Pin > {{clr|H|236H}}
| content    =
This setup can be looped easily in the corner by backdashing after {{clr|H|236H}} to crouch and pick up the Pin again. Meaty disc will hit opponents trying to mash/jump out on wakeup, allowing Millia to avoid wakeup reversals and Blitz. The most common mixup to do here is jump, FD until the crest of the jump to block reversals, and late airdash high ({{clr|P|j.P}}{{clr|H|H}} or {{clr|K|j.K}}{{clr|S|S}}) or land low ({{clr|K|2K}}). Usually this pushes them too far for {{clr|H|2H}}, ending in a {{clr|D|2D}} knockdown on hit midscreen. In the corner she can confirm with {{clr|S|c.S}} > {{clr|H|H}} to loop the mixup.
 
Meaty disc also allows Millia to use the disc hit itself as a mixup by crossing up. The safest way to do this is superjump forward, (delay) air dash back, (delay) air dash forward. The superjump puts her out of range of most reversals and varying the timing on the air dash back is what chooses which side the disc hits. The air dash forward timing can be adjusted to help pick up for a combo afterwards. Common conversions are {{clr|H|j.H}} > {{clr|S|S}} Pin, very low {{clr|H|j.H}} > {{clr|K|5K}} > air combo (midscreen), and {{clr|D|j.D}} > land > air combo (corner). Alternative ways to cross up with meaty disc are IAD, Roll, and Turbo Fall, which can be easier to convert off of but lose to common reversal options (Blitz, DP, Throw).
}}
|-|
Late Disc =
{{TheoryBox
| Title      = Late Disc
| Oneliner  = Less safe, more mixup.
| Difficulty =
| Anchor    =
| Recipe    = {{clr|D|2D}} > {{clr|H|2366H}} (close range) <br> {{clr|D|2D}} > {{clr|K|214K}} > {{clr|H|236H}} (max range) <br> aircombo > Bad Moon > {{clr|H|236H}} <br> TK Bad Moon/Iron Savior/Digitalis (in the corner) > {{clr|H|236H}} <br> Throw > {{clr|H|2366H}}
| content    =
{{clr|D|2D}} is her most common knockdown midscreen outside Pin, and she can easily adjust her spacing before {{clr|D|2D}} by using either one or both hits of 5H. She can also opt to dash a little longer to get closer to her opponent. '''TK Bad Moon''' and '''Iron Savior''' are throw invulnerable, allowing Millia to be right on top of her opponent without worrying about getting mashed out of her mixup. Throw is an interesting knockdown as inpitting it with {{clr|H|4H}} on a cornered opponent will pull them slightly out of the corner, letting Millia sneak behind them with an IAD.
 
Millia must meaty the opponent herself as the disc is not doing it for her. This opens her up to reversals/Blitz in most cases, save for some slower reversals that can be meatied with {{clr|P|2P}}/{{clr|K|2K}} such as Vapor Thrust. Late disc frame advantage varies depending on the knockdown. Where the line between a "good" late disc and "weak" late disc depends on the character's wakeup options and knockdown speed. For example, Elphelt's slow wakeup timing and lack of a meterless reversal means Milla has to worry about very little outside of her escaping with {{MMC|chara=Elphelt Valentine|input=2H|label={{clr|H|2H}}}}, however Sol's much faster wakeup timing and options such as {{MMC|chara=Sol Badguy|input=623H|label=VV}}, {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}, {{MMC|chara=Sol Badguy|input=2D|label={{clr|D|2D}}}}, etc. mean he has a lot of ways to interact with a midscreen {{clr|D|2D}} knockdown.


=== 236H ===
Good late disk knockdowns allow her to meaty with a mixup, usually TK Bad Moon/Iron Savior. These have the benefit of being throw invulnerable, making them beat mash, throw, and jump while getting a 50/50. After the mixup hits or is blocked, the disc will connect allowing her to get additional pressure or pick up for an air combo. As knockdowns get weaker more characters start to be able to challenge her on wakeup by mashing, jumping out, or otherwise escaping due to not having enough frame advantage for TK Bad Moon/Iron Savior to beat jump/mash in speed. In this case start forgoing the initial mixup and representing faster options such as {{clr|K|2K}}/{{clr|S|2S}} to condition them to sit still. Once they start to respect late disc too much or get too greedy with mashing/reversals on wakeup, she can also start to represent the meaty disc mixups as an alternative to beat these options.
Millia has two main kinds of knockdowns: meaty and non-meaty disc. Meaty disc allows for a DP-safe airdash high/low, whereas non-meaty disc requires Millia to bait DPs manually. In exchange, non-meaty disc is plus enough for two mixups instead of one safe mixup. Non-meaty disc also allows her to threaten with a throw.
}}
</tabber>
----


;Meaty Disc Knockdowns:
=== Secret Garden ({{clr|H|214H}}) ===
* aircombo > Pin > 236H
{{MMC|chara=Millia Rage|input=214H|label=Secret Garden}} is Millia's strongest and least interactive okizeme option, as it ''persists if she gets hit.'' Once out, it will trade with reversals in Millia's favor. {{clr|H|214H}} requires Millia to have Pin, as no other knockdown is advantageous enough to set it up safely. These setups are character specific, but against certain characters like Leo they are very practical. Top level JP Millia player Ranger has perfected routing into Secret Garden to the point that people avoid playing him, as an example of how strong this move is. Check her Combo page for more information as to how to route into it.
;Non-Meaty Disc Knockdowns:
* 2D > 2366H (close range)
* 2D > 214K > 236H (max range)
* aircombo > Bad Moon > 236H
* TK Bad Moon/Iron Savior/Digitalis (in the corner) > 236H
2D is her most common knockdown midscreen outside Pin, and she can easily adjust her spacing before 2D by using either one or both hits of 5H. She can also opt to dash a little longer to get closer to her opponent. TK Bad Moon or Iron Savior are throw invulnerable, allowing Millia to be right on top of her opponent without worrying about getting mashed out of her mixup.


=== 214H ===
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Common Secret Garden Patterns" data-collapsetext="Hide">
Secret Garden is Millia's strongest and least interactive okizeme option, as it ''persists if she gets hit.'' Once out, it will trade with reversals in Millia's favor. 214H requires Millia to have Pin, as no other knockdown is advantageous enough to set it up safely. These setups are character specific, but against certain characters like Leo they are very practical. Top level JP Millia player Ranger has perfected routing into Secret Garden to the point that people avoid playing him, as an example of how strong this move is.


=== 214H Patterns ===
=== Secret Garden Patterns ===
;1H~6H~4H~6H
;{{clr|H|1H}}~{{clr|H|6H}}~{{clr|H|4H}}~{{clr|H|6H}}
Close-range pressure string.
Close-range pressure string.
;1H~9H~1H~9H
;{{clr|H|1H}}~{{clr|H|9H}}~{{clr|H|1H}}~{{clr|H|9H}}
Alternate close-range string, useful against characters with DPs as it will give an easy combo.
Alternate close-range string, useful against characters with DPs as it will give an easy combo.
;2H~8H~2H~8H
;{{clr|H|2H}}~{{clr|H|8H}}~{{clr|H|2H}}~{{clr|H|8H}}
Basic corner pressure string. 2H combos into 8H but 8H does not combo back into 2H, leaving a gap.
Basic corner pressure string. 2H combos into 8H but 8H does not combo back into 2H, leaving a gap.
;3H~8H~2H~8H
;{{clr|H|3H}}~{{clr|H|8H}}~{{clr|H|2H}}~{{clr|H|8H}}
Max range Garden setup.
Max range Garden setup.
</div><br>


== Choosing an Oki Route ==
== Choosing an Oki Route ==
Millia's oki route is based on whatever knockdown she gets beforehand. H Tandem Top is a good meaty after any knockdown as she will almost always have enough time to set it up. Using Secret Garden requires the corner and Pin or meter, making it far more situational. She can also opt for Chroming Rose if she has 50 meter, but this will typically require a setup beforehand due to its long startup (H disc will cover this quite nicely). Picking a route mostly comes down to player preference, although there are typically distinct camps for Chroming Rose users or Secret Garden users.
Millia's oki route is based on whatever knockdown she gets beforehand. {{MMC|chara=Millia Rage|input=236H|label=H Tandem Top}} is a good meaty after any knockdown as she will almost always have enough time to set it up. Using {{MMC|chara=Millia Rage|input=214H|label=Secret Garden}} requires the corner and Pin or meter, making it far more situational. She can also opt for {{MMC|chara=Millia Rage|input=214214S|label=Chroming Rose}} if she has 50 meter, but this will typically require a setup beforehand due to its long startup (H disc will cover this quite nicely). Picking a route mostly comes down to player preference, although there are typically distinct camps for Chroming Rose users or Secret Garden users.


2D is her default ender on any grounded string. Her gatlings into 2D are somewhat restricted, which may stop her from routing into it depending on the starter.
{{clr|D|2D}} is her default ender on any grounded string. Her gatlings into {{clr|D|2D}} are somewhat restricted, which may stop her from routing into it depending on the starter.


Digitalis is her best ender on farther opponents if she cannot route into 2D, but requires a crouching opponent. ''There are some distances on the ground that Millia cannot get a knockdown without meter.''
{{MMC|chara=Millia Rage|input=Roll > H|label=Digitalis}} is her best ender on farther opponents if she cannot route into {{clr|D|2D}}, but requires a crouching opponent. ''There are some distances on the ground that Millia cannot get a knockdown without meter.''


Pin is her best air combo ender for frame advantage on her knockdown. This requires having Pin available, which may not always be possible as Pin is also a strong neutral tool.
{{MMC|chara=Millia Rage|input=j.214S|label={{clr|S|S}} Pin}} is her best air combo ender for frame advantage on her knockdown. This requires having Pin available, which may not always be possible as Pin is also a strong neutral tool.


Bad Moon is her other main air combo ender. Its knockdown is similar to 2D but requires the corner and specific routes to actually knock down. However, it will always lead to a knockdown if Millia has meter for RRC > Lust Shaker.
{{MMC|chara=Millia Rage|input=j.236P|label=Bad Moon}} is her other main air combo ender. Its knockdown is similar to {{clr|D|2D}} but requires the corner and specific routes to actually knock down. However, it will always lead to a knockdown if Millia has meter for RRC > {{MMC|chara=Millia Rage|input=214S|label=Lust Shaker.}}


== Video Examples ==
== Video Examples ==
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==Navigation==
==Navigation==
<center>{{Character Label|GGXRD-R2|Millia Rage|42px}}</center>
<center>{{Character Label|GGXRD-R2|Millia Rage|size=42px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GGXRD-R2/CharacterLinks}}
{{#lst:GGXRD-R2/Navigation}}
{{GGXRD-R2/Navigation}}

Latest revision as of 05:33, 13 December 2023

 Millia Rage


Introduction

Millia is a character entirely based on her okizeme. She gets entirely safe 50/50 mixups covered by H Tandem TopGGXRD Millia TandemTop2.pngGuardAllStartup60RecoveryTotal 35Advantage-, which she can easily set up after most knockdowns. As long as she has access to PinGGXRD Millia SilentForce.pngGuardAllStartup11Recovery23 TotalAdvantage-, it's very rare that she cannot secure a knockdown from an air combo (she can also use Bad Moon in some situations instead).

Mixup Options

OverheadsCheck your dome.


TK Bad MoonGGXRD Millia BadMoon.pngGuardHigh/AirStartup11RecoverySee notesAdvantage-17
6KGGXRD Millia LustShaker.pngGuardAllStartup17Recovery7Advantage+6
IAD

TK Bad Moon is the gold standard for Millia's overheads. It's fast and throw invulnerable which works in tandem with late disc knockdowns. When covered by a disc, it gives a good combo while also being safe on block. It is very punishable when used without the cover of a disc. 6K is a slower overhead, but is plus on block in exchange for its speed. It also low crushes and can counter low-hitting abare normals. 6K will always lead to a combo, with a disc or not. In comparison to TK Bad Moon, 6K is not throw invulnerable. Lastly, Millia has an excellent suite of air normals. Discs can easily cover an airdash mixup and airdashes can also be used to make discs hit crossup (by airdashing over the opponent).

It should be noted that after an IAD, Millia can go high with the initial IAD, or airdash again/land low as an additional layer. This second layer is ambiguous and somewhat similar to an empty jump airdash mixup.


LowsWatch your shins.


2KGGXRD Millia 2K.pngGuardLowStartup5Recovery7Advantage+1
2SGGXRD Millia 2S.pngGuardLowStartup9Recovery15Advantage-3
Iron SaviorGGXRD Millia IronSavior.pngGuardLowStartup17Recovery18+landing 8Advantage-13

2K is Millia's fastest low, clocking in at 5 frames. Being a K normal, it also has the worst scaling out of any of her lows. 2S is slower at 9 frames, but has no initial proration whatsoever. Iron Savior rounds out Millia's low options, as it is the slowest but the only low she has that is throw invulnerable. It's best used in tandem with TK Bad Moon as even though its startup is somewhat slow, Millia's hop into the air resembles the startup of TK Bad Moon, making it more difficult to block than it would seem.


Risky OptionsGive up safety to increase their mental stack.


Ground Throw
RollGGXRD Millia ForwardRoll.pngGuardStartupRecoveryTotal: 28Advantage-

Throw is only available as a mixup with late disc, as otherwise the opponent will have throw invul from wakeup and be in blockstun from the disc. Roll can be used as an ambiguous grounded crossup but is vulnerable to throw. Use it after conditioning the opponent not to throw by using options like TK Bad Moon and Iron Savior.

Example Routes

Digitalis (214K~H)

Outside the corner, DigitalisGGXRD Millia Digitalis.pngGuardMidStartup8Recovery26Advantage-11 knocks down far away enough from the corner that Milla cannot set up H Tandem Top. Instead, she can safejump with IAD j.Pw > AD j.H or go low with IAD j.Pw > AD > land 2K. She can't autopilot the safejump due to High Blitz, but having the threat of the safejump will make opponents less likely to try and reversal out. Alternatively, Millia can dash forward jump and throw Pin which will meaty safely and beat most wakeup options, but force her to take risks to retrieve it afterwards.


H Tandem Top (236H)

Millia has two main kinds of knockdowns: meaty and late disc. Meaty disc allows for a DP-safe airdash high/low, whereas late disc requires Millia to bait DPs manually. In exchange, late disc is plus enough for two "unsafe" mixups instead of one safe mixup. Late disc also allows her to threaten with a throw.

Meaty DiscPowerful, but specific.


aircombo > S Pin > 236H
This setup can be looped easily in the corner by backdashing after 236H to crouch and pick up the Pin again. Meaty disc will hit opponents trying to mash/jump out on wakeup, allowing Millia to avoid wakeup reversals and Blitz. The most common mixup to do here is jump, FD until the crest of the jump to block reversals, and late airdash high (j.PH or j.KS) or land low (2K). Usually this pushes them too far for 2H, ending in a 2D knockdown on hit midscreen. In the corner she can confirm with c.S > H to loop the mixup.

Meaty disc also allows Millia to use the disc hit itself as a mixup by crossing up. The safest way to do this is superjump forward, (delay) air dash back, (delay) air dash forward. The superjump puts her out of range of most reversals and varying the timing on the air dash back is what chooses which side the disc hits. The air dash forward timing can be adjusted to help pick up for a combo afterwards. Common conversions are j.H > S Pin, very low j.H > 5K > air combo (midscreen), and j.D > land > air combo (corner). Alternative ways to cross up with meaty disc are IAD, Roll, and Turbo Fall, which can be easier to convert off of but lose to common reversal options (Blitz, DP, Throw).

Late DiscLess safe, more mixup.


2D > 2366H (close range)
2D > 214K > 236H (max range)
aircombo > Bad Moon > 236H
TK Bad Moon/Iron Savior/Digitalis (in the corner) > 236H
Throw > 2366H

2D is her most common knockdown midscreen outside Pin, and she can easily adjust her spacing before 2D by using either one or both hits of 5H. She can also opt to dash a little longer to get closer to her opponent. TK Bad Moon and Iron Savior are throw invulnerable, allowing Millia to be right on top of her opponent without worrying about getting mashed out of her mixup. Throw is an interesting knockdown as inpitting it with 4H on a cornered opponent will pull them slightly out of the corner, letting Millia sneak behind them with an IAD.

Millia must meaty the opponent herself as the disc is not doing it for her. This opens her up to reversals/Blitz in most cases, save for some slower reversals that can be meatied with 2P/2K such as Vapor Thrust. Late disc frame advantage varies depending on the knockdown. Where the line between a "good" late disc and "weak" late disc depends on the character's wakeup options and knockdown speed. For example, Elphelt's slow wakeup timing and lack of a meterless reversal means Milla has to worry about very little outside of her escaping with 2HGGXRD-R Elphelt 2H.pngGuardMidStartup18Recovery18Advantage-4, however Sol's much faster wakeup timing and options such as VVGGXRD Sol VolcanicViper.pngGuardMidStartup5Recovery29+8 after landingAdvantage-41, Grand ViperGGXRD Sol GrandViper1.pngGuardLowx2~6,
Midx3
Startup17Recovery37+10 after landingAdvantage-56
, 2DGGXRD Sol 2D.pngGuardLowStartup7Recovery20Advantage-6, etc. mean he has a lot of ways to interact with a midscreen 2D knockdown.

Good late disk knockdowns allow her to meaty with a mixup, usually TK Bad Moon/Iron Savior. These have the benefit of being throw invulnerable, making them beat mash, throw, and jump while getting a 50/50. After the mixup hits or is blocked, the disc will connect allowing her to get additional pressure or pick up for an air combo. As knockdowns get weaker more characters start to be able to challenge her on wakeup by mashing, jumping out, or otherwise escaping due to not having enough frame advantage for TK Bad Moon/Iron Savior to beat jump/mash in speed. In this case start forgoing the initial mixup and representing faster options such as 2K/2S to condition them to sit still. Once they start to respect late disc too much or get too greedy with mashing/reversals on wakeup, she can also start to represent the meaty disc mixups as an alternative to beat these options.


Secret Garden (214H)

Secret GardenGGXRD Millia SecretGarden.pngGuardAllStartup77RecoveryTotal 74Advantage- is Millia's strongest and least interactive okizeme option, as it persists if she gets hit. Once out, it will trade with reversals in Millia's favor. 214H requires Millia to have Pin, as no other knockdown is advantageous enough to set it up safely. These setups are character specific, but against certain characters like Leo they are very practical. Top level JP Millia player Ranger has perfected routing into Secret Garden to the point that people avoid playing him, as an example of how strong this move is. Check her Combo page for more information as to how to route into it.

Secret Garden Patterns

1H~6H~4H~6H

Close-range pressure string.

1H~9H~1H~9H

Alternate close-range string, useful against characters with DPs as it will give an easy combo.

2H~8H~2H~8H

Basic corner pressure string. 2H combos into 8H but 8H does not combo back into 2H, leaving a gap.

3H~8H~2H~8H

Max range Garden setup.


Choosing an Oki Route

Millia's oki route is based on whatever knockdown she gets beforehand. H Tandem TopGGXRD Millia TandemTop2.pngGuardAllStartup60RecoveryTotal 35Advantage- is a good meaty after any knockdown as she will almost always have enough time to set it up. Using Secret GardenGGXRD Millia SecretGarden.pngGuardAllStartup77RecoveryTotal 74Advantage- requires the corner and Pin or meter, making it far more situational. She can also opt for Chroming RoseGGXRD Millia ChromingRose.pngGuardStartup23+0RecoveryAdvantage- if she has 50 meter, but this will typically require a setup beforehand due to its long startup (H disc will cover this quite nicely). Picking a route mostly comes down to player preference, although there are typically distinct camps for Chroming Rose users or Secret Garden users.

2D is her default ender on any grounded string. Her gatlings into 2D are somewhat restricted, which may stop her from routing into it depending on the starter.

DigitalisGGXRD Millia Digitalis.pngGuardMidStartup8Recovery26Advantage-11 is her best ender on farther opponents if she cannot route into 2D, but requires a crouching opponent. There are some distances on the ground that Millia cannot get a knockdown without meter.

S PinGGXRD Millia SilentForce.pngGuardAllStartup11Recovery23 TotalAdvantage- is her best air combo ender for frame advantage on her knockdown. This requires having Pin available, which may not always be possible as Pin is also a strong neutral tool.

Bad MoonGGXRD Millia BadMoon.pngGuardHigh/AirStartup11RecoverySee notesAdvantage-17 is her other main air combo ender. Its knockdown is similar to 2D but requires the corner and specific routes to actually knock down. However, it will always lead to a knockdown if Millia has meter for RRC > Lust Shaker.GGXRD Millia LustShaker.pngGuardAllStartup17Recovery7Advantage+6

Video Examples

Either embed individual videos, or link off to playlists of videos which cover oki.

Navigation

 Millia Rage


System Links
Mechanics
Application & Advanced Information
Archived Information