GGXRD-R2/Millia Rage/Okizeme

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 Millia Rage

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).

Mixup Options

Overheads
  • TK Bad Moon (fast, throw invulnerable)
  • 6K (slower, plus and low crushes)
  • IAD (plus, throw invulnerable)
Lows
  • 2K (fastest, lowest reward)
  • 2S (slightly slower, high reward)
  • 214P (slowest, throw invulnerable)
Risky Options
  • Throw (only after non-meaty disc)
  • 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 airdash mixup.

Example Routes

Digitalis

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.

236H

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.

Meaty Disc Knockdowns
  • aircombo > Pin > 236H
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

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

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 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.

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.

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.

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.

Video Examples

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

Navigation

 Millia Rage

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