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| |inv= | | |inv= |
| |description= | | |description= |
| *Can be immediately followed with Tandem Top (236H) to start the okizeme game.
| | THIS IS NO LONGER HER DEAD ANGLE AFTER UPDATE 1.10. |
| }} | | }} |
| }} | | }} |
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.
If you enjoy freedom of movement coupled with amazing offence, then Millia just might be for you!
- 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 highest Defense modifier in the game.
- Weak stagger pressure and limited gatlings.
- 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.
Move List
Normal Moves
5P
5K
5K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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12
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Mid
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CSJ
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YRP
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5
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6
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14
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-10
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- Fastest of Millia's standing normals. One of her primary tools for pressure, because it is jump-cancelable on hit or block, meaning it could be used to retreat, or play the mixup game.
- At the start of the attack, hitbox will cover the front, but it could be used as an anti-air move on the last frames, because hitbox will go above Millia, this is risky though, but on a successful hit, could be followed by j.K to start an aerial combo.
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c.S
c.S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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22x2
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Mid
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SJ
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YRP
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7
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3, 3
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17
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-6
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- Due to its decent vertical hitbox, c.S could be used as an anti-aerial move; this however, is very situational, and considerably risky.
- Jump cancelable on hit or block.
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f.S
f.S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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28
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Mid
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S
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YRP
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7
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2
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16
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-6
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- Millia's main ground-to-ground poke.
- Gatling's into 5H which goes into 2D.
- Doesn't confirm into knockdown at far range or launch, but can go into Emerald Rain.
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5H
6P
6P
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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22x2
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Mid
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S
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YRP
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10
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6, 3
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20
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-9
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- Upper body invincibility frames 1-12.
- First hit causes Stagger on Counter Hit.
- Long recovery on whiff so avoid using it if opponent still has double-jump or movement options.
- Can be followed up with S, or HS ground normals.
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6K
6H
6H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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35x2
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Mid, High
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SJ, S
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-
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15
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3(6)5
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18
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-6
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- A long range 2-hit attack. Decent to give variety to mixups after a knockdown.
- Second hit is an overhead.
- First hit is jump-cancellable on hit, or block.
- Special cancellable on both hits.
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5D
2P
2K
2S
2H
2H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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33
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Mid
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SJ
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YRP
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11
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7
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12
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-2
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- This is Millia's main launcher, and a staple normal to convert ground combos into aerial combos.
- Situational anti-air due to it's slow startup.
- Jump-cancelable on hit or block.
- Good amount of untechable time on CH.
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2D
2D
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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26
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Low
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S
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YRP
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13
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3
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12
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-1
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- Another ground-to-ground move besides 2K because of it's long range and ability to fish for knockdowns and whiff punishes.
- Dash in and H Tandem Top (or cancel into roll then H Tandem Top if at max range) to start your mix-up game.
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j.P
j.K
j.K
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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12
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High/Air
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SJ
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YRP
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6
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4
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12
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-
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- Useful for catching opponents above you.
- Part of your air combos to go to as this confirms into j.S and j.D.
- Also serves a purpose with mix-ups and fuzzy guards
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j.S
j.H
j.D
Universal Mechanics
Ground Throw
Ground Throw
"Gomen nasai."
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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55
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Ground Throw: 70000
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-
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R
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1
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-
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-
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+60
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- 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 be used after 214K.
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Air Throw
Air Throw
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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55
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Air Throw: 192500
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-
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R
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1
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-
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-
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-
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- 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.
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Dead Angle Attack
Special Moves
Bad Moon
Bad Moon j.236P
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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24x4
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High/Air
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-
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YRP
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11
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till landing
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7 after landing
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-15
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- A high mix-up that comes out fast if TK'd (2369P).
- Very punishable on block and not good to use in neutral.
- Best used during a H Tandem Top to make it safe on block.
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Turbo Fall
Tandem Top
Tandem Top 236S/H
S version hits immediately, used for combos H version is delayed, used for okizeme
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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S
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40
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All
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-
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YRP
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11
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13
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Total: 38
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-1
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H
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25x2
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All
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-
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YRP
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60
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32, 2
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Total: 35
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-
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- S Tandem Top is mostly used as a combo ender on corner (mostly from 6K) because of the wallbounce it causes, this could be followed by 5K, or c.S to continue the combo.
- H Tandem Top is Millia's key move to start her okizeme game. Its oki tool uses begins with a knockdown, using it immediately after a micro-dash if the opponent ended far from Millia at the moment of the knockdown.
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Lust Shaker
Lust Shaker 214S or SSSS....
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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214S
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18x4
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All
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-
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YRP
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17
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1(3)1(3)1(3)1
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7
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+6
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SSSS....
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15x4
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All
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-
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YRP
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10
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1(3)x4~23
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7
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+6
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- Good for frame trap pressure on the ground.
- It cannot be cancelled into 214P, or 214K like on previous incarnations anymore, but now can be done from Roll via canceling it.
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Iron Savior
Forward Roll
Forward Roll 214K
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Normal
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-
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-
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-
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Y
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-
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-
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Total: 28
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-
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Roll Again Roll > K
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-
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-
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-
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Y
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-
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-
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Total: 18
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-
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Lust Shaker Roll > S
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18x4
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All
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-
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YRP
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17
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1(3)1(3)1(3)1
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7
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+6
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Digitalis Roll > H
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45
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All
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-
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YRP
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8
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4
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23
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-8
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Dust Roll > D
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23
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High
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-
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YRP
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28
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4
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20
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-10
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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Silent Force
Secret Garden
Secret Garden 214H > direction + H
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Overdrives
Emerald Rain
Winger
Chroming Rose
Iron Maiden in IK mode: 236236H
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Strategy
General Tactics
Tips and Tricks
Combos