GGXRD/Millia Rage

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Millia Rage
GGXRD Millia Portrait.png

Defense Modifier: x1.22

Guts Rating: 3

Stun Resistance: 55

Jump Startup: 3F

Backdash Time: 11F

Backdash Invincibility: 1-5F

Movement Options
  • Run dash
  • Double jump.
  • Airdash x2
  

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.
  • Lots of character specific combos depending on height and weight.

Normal Moves

5P
5P
GGXRD Millia 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
14 Mid CSJ YRP 7 5 6 -1
  • Fairly fast normal. Could be used as an anti-air due to its decent horizontal hitbox.
  • Whiffs on crouching opponents.
  • Jump-cancelable on hit or block.
  • Can be used to break dashes without incurring the meter penalty caused by Faultless Defense
5K
5K
GGXRD Millia 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Mid CSJ YRP 5 6 14 -10
  • 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.
c.S
c.S
GGXRD Millia cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22x2 Mid SJ YRP 7 3, 3 17 -6
  • 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.
  • Useful in pressure due to it's numerous followup options.
f.S
f.S
GGXRD Millia fS.png
The footsies button
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid S YRP 7 2 16 -6
  • 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.
5H
5H
GGXRD Millia 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30x2 Mid S YRP 6 4(2)2 21 -4
  • Another ground-to-ground poke.
  • Can combo into knockdown at max range if RC'd.
6P
6P
GGXRD Millia 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22x2 Mid S YRP 10 6, 3 20 -9
  • Upper body invincibility frames 1-12.
  • Universal anti-air.
  • 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.
6K
6K
GGXRD Millia 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 High S YRP 19 4 12 +1
  • An overhead attack.
  • Lower body invul from frame 1~20 causes it to beat opponents' low attacks.
  • Can avoid knockdown from Potemkin's Slidehead and Faust's 100-Ton Weight if timed correctly.
6H
6H
GGXRD Millia 6H.png
This move only gets better the more you think about it
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35x2 Mid, High SJ, S - 15 3(6)5 18 -6
  • 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.
  • A versatile tool in pressure and combos.
5D
5D
GGXRD Millia 5D.png
Overhead from below!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
23 High - YRP 28 4 20 -10
  • A slow overhead that will clash with DPs and catch people attempting to reversal throw or mash.
2P
2P
GGXRD Millia 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
9 Mid CS YRP 5 2 6 +2
  • Generally outshined by 2K, this move is still useful for frametraps and tick throws.
2K
2K
GGXRD Millia 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Low CS YRP 5 2 7 +1
  • Primary pressure starter that hits low.
  • Good for frame trapping and tick throwing after Dash > Faultless Defense.
  • Not jump-cancellable.
2S
2S
GGXRD Millia 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Low SJ YRP 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.
2H
2H
GGXRD Millia 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
33 Mid SJ YRP 11 7 12 -2
  • 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.
2D
2D
GGXRD Millia 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Low S YRP 13 3 12 -1
  • Another strong ground-to-ground poke 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.
j.P
j.P
GGXRD Millia jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 High/Air CS YRP 5 6 8 -
  • An extremely strong air-to-air due to it's speed and hitbox.
  • Best for hitting opponents below Millia.
j.K
j.K
GGXRD Millia jK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 High/Air SJ YRP 6 4 12 -
  • 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
j.S
j.S
GGXRD Millia jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 High/Air S YRP 10 6 12 -
  • A good air-to-ground.
  • Can convert into c.S if done close enough to the ground.
j.H
j.H
GGXRD Millia jH.png
Haircopter!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22x3 High/Air S YRP 8 4(2)6(2)4 17 -
  • Millia's primary air combo ender, as it will result in a knockdown from most heights, allowing you to set up oki.
j.D
j.D
GGXRD Millia jD.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 High/Air SJ YRP 11 7 9+landing 6 -
  • The staple move in most of Millia's air combos, get familiar with cancelling this move into an instant air dash.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Millia GroundThrow.png
"Gomen nasai."
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
55 Ground Throw: 70000 - R 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 be used after 214K.
Air Throw
Air Throw
GGXRD Millia AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
55 Air Throw: 192500 - R 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
Dead Angle Attack
GGXRD Millia 6P.png
RIP busted 1.0 knockdown Dead Angle
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 All - - 10 3 23 -12
  • As of 1.10 the animation has changed, and now blows the opponent horizontally on hit


Special Moves

Bad Moon
Bad Moon
j.236P
GGXRD Millia BadMoon.png
Anyone who says they can react to this is lying
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24x4 High/Air - YRP 11 till landing 7 after landing -15
  • 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.
Turbo Fall
Turbo Fall
j.236K
GGXRD Millia TurboFall.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - Y - - 8 after landing -
  • Millia dives down in a 45 degree angle.
  • Her command fastfall that alters her trajectory in the air.
  • Can pass through opponent during fall.
Tandem Top
Tandem Top
236S/H
GGXRD Millia TandemTop.png
S version hits immediately, used for combos
GGXRD Millia TandemTop2.png
H version is delayed, used for okizeme
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 40 All - YRP 11 13 Total: 38 -1
H 25x2 All - YRP 60 32, 2 Total: 35 -

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.

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.
  • 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.
Lust Shaker
Lust Shaker
214S or SSSS....
GGXRD Millia LustShaker.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
214S 18x4 All - YRP 17 1(3)1(3)1(3)1 7 +6
SSSS.... 15xN All - YRP 10 {1(3)}xN 7 +6
  • 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.
Iron Savior
Iron Savior
214P
GGXRD Millia IronSavior.png
Hair car; what did you think the license plate was for?
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 Low - YRP 17 till it reaches corner 18+landing 8 -13
  • Used as an unthrowable low mixup in the corner.
Forward Roll
Forward Roll
214K
GGXRD Millia ForwardRoll.png
GGXRD Millia Digitalis.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - - Y - - Total: 28 -
Roll Again
Roll > K
- - - Y - - Total: 18 -
Lust Shaker
Roll > S
18x4 All - YRP 17 1(3)1(3)1(3)1 7 +6
Digitalis
Roll > H
45 All - YRP 8 4 26 -11
Dust
Roll > D
23 High - YRP 25 4 20 -10
  • Roll > Roll Again > Throw can be used occasionally against opponents who are respecting the other followup options.
  • The roll has no invul and can be thrown; limiting it's usage as a crossup.
Silent Force
Silent Force
j.214S
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 Cancel Roman Startup Active Recovery Frame Adv.
20 All - YRP 11 - - -
  • Millia throws her hair pin downward at a 45 degree angle and alters her air trajectory.
  • The pin must be picked up by pressing 2 over top of it while not in hitstun/blockstun before it can be thrown again.
  • 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.
  • Can be used out of a properly positioned j.H to extend the combo or go for a Secret Garden setup.
  • Using Millia's pin effectively is a huge component of her neutral game.
Secret Garden
Secret Garden
214H > direction + H
GGXRD Millia SecretGarden.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Summon - - - YRP 57 - Total: 74 -
Each Hit 30x1~5 - - YRP 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, but requires more conditions to set up.
  • j.H > Pin > 214H leaves you positive in the corner.
  • Can be used as oki off of 2D midscreen against characters with slow face-down wakeup times or poor options for punishing it.


Overdrives

Emerald Rain
Emerald Rain
236236S
GGXRD Millia EmeraldRain.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36x3 All - YRP 4+1 - Total: 74 -3
  • Wallbounces.
  • Can be used to allow Millia to convert into knockdown off of hits that normally could not.
Winger
Winger
2141236H
GGXRD Millia Winger.png
GGXRD Millia Winger2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40, 25x4, 80 Mid, High - YRP 5+1 10(10)15 30 -22
  • Invuln: 1-7 full, 8-? airborne.
  • Dangerous to attempt against meaty projectiles.
  • Despite technically being a reversal super, it is more commonly used as an unburstable combo ender.
Chroming Rose
Chroming Rose
214214S
GGXRD Millia ChromingRose.png
GGXRD Millia ChromingRose2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Summon - - - Y 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.
  • Has 360f (6 seconds) of duration, or 432f of duration in Hellfire state.
  • Many moves which do not lead to a combo without a disc can be converted in this state due to the juggle caused by the resulting roses.
  • Useful in the corner for creating safe pressure that is difficult to escape.


Instant Kill

Iron Maiden
in IK mode: 236236H
GGXRD Millia IronMaiden.png
GGXRD Millia IronMaiden2.png
GGXRD Millia IronMaiden3.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal DESTROY All - - 9+12 6 34 -23
Conclusion Conditions Complete DESTROY All - - 5+12 6 34 -23
  • Due to Millia's low overall damage, knowing how to combo into this can be useful if the situation arises.

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