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Standard ground confirm into knockdown. Starts up your okizeme midscreen.
Standard ground confirm into knockdown. Starts up your okizeme midscreen.
 
hey these combos dont really work in +R because j.D has different properties
'''Air Combos''':These work anywhere on the screen.
'''Air Combos''':These work anywhere on the screen.



Revision as of 02:41, 6 March 2015

Millia Rage
GGAC Millia Portrait.png

Defense Modifier: x 1.21
Guts Rating: 3
Stun Resistance: 55
Prejump:
Backdash Time: 11
Backdash Invincibility: 5
Wakeup (Face Up/Down): /

Movement Options
Double Jump, 2 Airdashes, Dash Type: Run
Full Frame Data
Millia_Frame_Data_(GGACR)

Overview

Millia is a very versatile character with arguably one of the best okizeme and mixups in the game with her tandem top and secret garden mixups. She is the 2nd fastest character in the game below chipp except with 2 airdashes and turbofall which allows her to alter her trajectory in the air. These options also make it difficult for the opponent to anti-air her. On top of that, she also has silent force which makes it difficult for opponents to anti-air her or approach her. This projectile is what helps her get in and start her oppressive rushdown and keeps the opponent guessing in neutral.

Despite being the 2nd fastest character, she also has the 2nd worst defense and will take heavy damage. She also lacks a reliable reversal out of pressure, so you will need to rely on Instant blocking, Dead Angle, or backdash to get out of pressure. You will need to move around constantly and avoid getting hit while fishing for hits to get a knockdown. You will need to rushdown intuitively also manage your pin and movement.

Strengths
Excellent high/low mixup options, Amazing Oki and cover options: Tandem Top and Secret Garden, 2nd in movement speed only to Chipp, Quick backdash, Great aerial options including 2 airdashes, pin, and fastfall.
Weaknesses
Takes hits like wet paper, No reliable reversal options, Low damage output, No knockdown from maximum poking range, Generally weak normals.


Move List

Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • F: can block while in the air only with Faultless Defense
  • All: can be blocked however
  • All attacks can be blocked with aerial Faultless Defense unless stated otherwise.

Normals

5P
GGAC Millia 5P.png
18 HLF 7 5 6 -1 -
5K
GGAC Millia 5K.png
12 HLF 5 6 14 -10 -
c.S
GGAC Millia cS.png
22x2 HLF 7 3,3 17 -6 -
f.S
GGAC Millia fS.png
28 HLF 7 2 16 -4 -
5H
GGAC Millia 5H.png
30x2 HLF 6 4(2)2 21 -4 -
6P
GGAC Millia 6P.png
22x2 HLF 7 9,3 20 -9 -
6K
GGAC Millia 6K.png
25 HF 18 4 8 +5 -
6H
GGAC Millia 6H.png
60 HLF 16 3 25 -9 -
5D
GGAC Millia 5D.png
12 HF 25 3 23 -12 -
Dead Angle Attack
GGAC Millia cS.png
20 HLF 7 6 33 -25 -
2P
GGAC Millia 2P.png
9 HLF 5 2 6 +2 -
2K
GGAC Millia 2K.png
8 LF 5 2 7 +1 -
2S
GGAC Millia 2S.png
26 LF 9 4 15 -3 -
2H
GGAC Millia 2H.png
36 HLF 11 7 12 -2 -
2D
GGAC Millia 2D.png
26 LF 13 3 12 -1 -
j.P
GGAC Millia jP.png
10 HA 5 6 8 - -
j.K
GGAC Millia jK.png
12 HA 4 9 9 - -
j.S
GGAC Millia jS.png
26 HA 9 6 12 - -
j.H
GGAC Millia jH.png
32 HA 12 3 11 - -
j.D
GGAC Millia jD.png
48 HA 17 7 9+landing 6 - -
j.2H
GGAC Millia j2H.png
22x3 HA 8 4(2)6(2)4 17 - -


Throws

Ground Throw
GGAC Millia throw.png
50 40 dots - - - - -
Air Throw
GGAC Millia airThrow.png
55 88 dots - - - - -


Specials

Lust Shaker
214S, SxN
GGAC Millia 214S.png
12xn All 10 1(3)xn 5 +5 -
Tandem Top
236S/H
GGAC Millia 236S.png
40 All 11 13 15 -1 - 50 All 60 33 Total: 32 - -
Bad Moon
j.236P
GGAC Millia j236P.png
24xn HA 11 till landing 22 after landing -15 -
Turbo Fall
j.236K
GGAC Millia j236K.png
- - - - 12 after landing - -
Forward Roll
214K
GGAC Millia 214K.png
- - - - Total: 24 - -
Iron Savior
214P
GGAC Millia 214P.png
36 LF 17 till reaches corner 18 + landing 8 -13 -
Silent Force
j.214K/S/H
GGAC Millia j214S.png
20 All 11 see notes Total 13 - - 20 All 11 1(1)xn until hits ground or corner Total: 13 - - 20 All 16 1(1)xn until hits ground or corner Total: 28 - -
Secret Garden
214H > Direction + H
GGAC Millia 214H.png
30x5 All 56 - Total: 74 - -


Force Breaks

FB Pretty Maze
236D
GGAC Millia 236D.png
22x3 All 43 41 Total 33 - -
Aerial FB Pretty Maze
j.236D
50 All 13 33 Total 23 - -
FB Secret Garden
j.214D
GGAC Millia j214D.png
30x5 All 34 18(8) Total 68 - -
Longinus
214D during Lust Shaker
GGAC Millia 214D.png
35 All 5 8 6 +7 -


Overdrives

Winger
2141236H, air OK
GGAC Millia 214236H.png
Ground
GGAC Millia j214236H.png
Air
40,25x4,80 HLFx5,HF 5+1 2x5(10)15 landing 30 -21 - 80 HA 1+6 until landing landing 30 -13 -
Emerald Rain
236236S
GGAC Millia 236236S.png
36x3 All 4+2 - Total: 75 -3 -


Instant Kill

Iron Maiden
236236H
GGAC Millia IK1.png
GGAC Millia IK2.png
Fatal All 5+29 - Total: 165 -62 -


Strategy

Your goal is to fish for a hit and convert that into a knockdown and plant H Tandem Top/Pretty Maze to run your okizeme. The movement options you have with 2 air dashes lets you maneuver around the air freely along with 2 jumps and an air dash. Your dash also gives a low-profile letting you avoid some character's moves such as Johnny's Mid Mist Finer. Silent force is your best friend when approaching in the air. With Silent Force in hand, the opponent has to keep in mind that you have it, and they cannot anti-air you for free. Once you are able to score a hit into knockdown, throw out H Tandem Top/Pretty Maze and do a high/low of choice. If they guess wrong, you can set up another situation.

Air movement options you have:

-1 Jump Two Airdashes

-2 Jumps One Airdash.


Offense

You have Silent Force to approach in the air as mentioned above. This is your key to approaching and getting in. You also want to use your movement options and j.236k to bait your opponent out. When approaching from ground, you have your low-profile dash. 2k, f.S, 2d are your main ground normals to use. Space with the tip of 2d to get your knockdown. Secret Garden can also assist you in covering your rushdown but keep in mind where you are to because you will get punished if you are too close to the opponent. Characters such as Slayer can get a free punish with Dead on Time and Big Bang Upper which can kill you so be careful.

Okizeme

Midscreen/Corner H-Tandem Top/Pretty Maze


High:

6k

TK Bad moon

Iron Savior FRC j.K: After doing the Iron Savior FRC, immediately do j.k giving you an instant overhead!


Low:

2k

2s

Iron Savior (214P)

TK Turbofall land 2k: Fake overhead into a low also can crossup the opponent.


Corner only H-Tandem/Pretty Maze

High:

IAD j.S airdash j.K j.S: High IAD Fuzzy guard mixup. You can substitute the j.K with j.S.

IAD falling airdash j.S: After the first IAD do an airdash close to the ground and press j.S


Low:

IAD j.S airdash land 2k/throw: Low variant of the airdash mixup. Throw can also be used.

IAD land 2k


Blockstrings:

2k 5k- Standard string, with 5k special jump cancelable, you can IAD over your opponent, tk badmoon, or gatling into 6k. You can also cancel into lust shaker for a frame trap.

2k 5k 2k-Basic blockstring, can do tick throw, roll, or continue pressure

2k 5k 2s 5p- Reverse gatling string. Dash up pressure or throw if the opponent respects this. If not, do 2d to catch them sweeping. 6h in the corner to catch jumpouts.

Defense

Millia has no reliable reversal out, so you need to rely on Instant Blocking and your Dead Angle. Your throw can help from time to time for it's range. You can also throw out Pretty Maze too if the opponent is charging recklessly. These are not the best options to depend on, so use them sparingly.

Combos

2k 5s 5h 2d 214k 236h

Standard ground confirm into knockdown. Starts up your okizeme midscreen. hey these combos dont really work in +R because j.D has different properties Air Combos:These work anywhere on the screen.


2H j.K j.D airdash j.K j.D airdash j.D j.214S land 6H Basic Air combo which works on everyone except Johnny.


2H j.K j.S j.H airdash j.D airdash j.H/j.D j.214S land 6H Johnny variant but works on everyone. Delay the j.D a bit so that you are below the opponent.


2H j.K j.D airdash j.S j.H land j.K j.D airdash j.K j.D airdash j.D j.214S land 6H. Relaunch combo giving full corner carry. Timing is character specific and will not work on Johnny.


Throw dash f.S 2H j.D airdash j.K j.D airdash j.D j.214S land 6H Basic throw combo which works on everyone but Johnny. Immediately dash after the throw to hit confirm the f.S


Throw dash 2P 5P j.K j.D airdash j.K j.D airdash j.D j.214S land 6H Burst-safe version of the above combo.


Throw dash f.S 2H j.S j.H airdash j.D airdash j.H/j.D j.214s land 6H Johnny Variant for the throw combo



Anti-Air 6P 2H and 236H/D launch

Works from Anti-Air 6P confirms. Also for maximizing off a successful okizeme from 236H/D. You can omit the 6P from launch from 236H/D hit. All of these work on everyone but Johnny.


6P 2H j.H airdash j.D airdash j.S j.H land j.K j.D airdash j.K j.D airdash j.D j.214s land 6h

Most damaging combo you have off an Anti-Air/236H/D confirm. Timing is also character specific like the above relaunch.


6P 2H j.K j.D airdash j.D airdash j.S j.H land j.K j.D airdash j.K j.D airdash j.D j.214s land 6H

Easier than the above but does a bit less damage.


6P 2H j.7D airdash j.K j.D airdash j.D j.214S land 6h

Easiest confirm out of the 3. Jump back so that you have room to airdash and link the j.K j.D. Delay the first airdash slightly after the first j.D.

Matchups