GGXRD/Millia Rage: Difference between revisions

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*Fairly fast normal. Could be used as an anti-air due to its decent horizontal hitbox.
*Fairly fast normal. Could be used as an anti-air due to its decent horizontal hitbox.
*Whiffs on crouching opponents.
*Whiffs on crouching opponents.
*Jump-cancellable on hit or block.
*Jump-cancelable on hit or block.
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Follow the [[Help:Writing_Character_Pages]] guidelines
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  }}

Revision as of 06:53, 28 November 2014

Millia Rage

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 lowest 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.


Movement Options

Run dash. Double jump. Airdash x2


Defense Modifier: x1.22

Guts Rating: ??

Stun Resistance: ??

Jump Startup: 3F

Backdash Time: 11F

Backdash Invincibility: 1-5F


Move List

See also: Millia Full Frame Data

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.

Normal Moves

5P
5P
GGXRD Millia 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
14 Mid CSJR - 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.

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5K
5K
GGXRD Millia 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Mid CSJR - 5 6 14 -10
  • Fastest of Millia's standing normals. One of her primary tools for pressure, because it is jump-cancellable 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
GGXRD Millia cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22x2 Mid SJR - 7 3, 3 17 -6
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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f.S
f.S
GGXRD Millia fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJR - 7 2 16 -6
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5H
5H
GGXRD Millia 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30x2 Mid SR - 6 4(2)2 21 -4
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6P
6P
GGXRD Millia 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22x2 Mid SR - 10 6, 3 20 -9
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6K
6K
GGXRD Millia 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 High SR - 19 4 12 +3
  • An overhead attack.
  • Invinsible to low attacks.

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6H
6H
GGXRD Millia 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35x2 Mid, High SJR, SR - 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.

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5D
5D
GGXRD Millia 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
23 High R - 28 4 20 -10
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2P
2P
GGXRD Millia 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
9 Mid JR - 5 2 6 +2
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2K
2K
GGXRD Millia 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Low CSR - 9 2 7 +1
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2S
2S
GGXRD Millia 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Low SJR - 9 2 15 -3
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2H
2H
GGXRD Millia 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
33 Mid SJR - 11 7 12 -2
  • This is Millia's main launcher, and a staple normal to convert ground combos into aerial combos, or simply anti-air opponents.
  • Jump-cancellable on hit or block.

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2D
2D
GGXRD Millia 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Low SR - 13 3 12 -1
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.P
j.P
GGXRD Millia jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 High/Air CSR - 5 6 8 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.K
j.K
GGXRD Millia jK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 High/Air SJR - 6 4 12 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.S
j.S
GGXRD Millia jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 High/Air SR - 10 6 12 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.H
j.H
GGXRD Millia jH.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22x3 High/Air SR - 8 4(2)6(2)4 17 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.D
j.D
GGXRD Millia jD.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 High/Air SJR - 11 7 9+landing 6 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics

Ground Throw
Ground Throw
GGXRD Millia GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
55 Ground Throw: 70000 R - 1 - - +60
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw
Air Throw
GGXRD Millia AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
55 Air Throw: 192500 R - 1 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Dead Angle Attack
Dead Angle Attack
GGXRD Millia cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 All R - 10 3 33 -22
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Special Moves

Bad Moon
Bad Moon
j.236P
GGXRD Millia BadMoon.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24x4 High/Air R - 11 till landing 7 after landing -15
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Turbo Fall
Turbo Fall
j.236K
GGXRD Millia TurboFall.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - R - - - 7 after landing -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Tandem Top
Tandem Top
236S/H
GGXRD Millia TandemTop.png
GGXRD Millia TandemTop2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 40 All R - 11 13 Total: 38 -1
H 25x2 All R - 60 32, 2 Total: 35 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Lust Shaker
Lust Shaker
214S or SSSS....
GGXRD Millia LustShaker.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
214S 18x4 All R - 17 1(3)1(3)1(3)1 7 +6
SSSS.... 15x4 All R - 10 1(3)x4~23 7 +6
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Iron Savior
Iron Savior
214P
GGXRD Millia IronSavior.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 Low R - 17 till it reaches corner 18+landing 8 -13
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Forward Roll
Forward Roll
214K
GGXRD Millia ForwardRoll.png
GGXRD Millia Digitalis.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal - - R - - - Total: 28 -
Roll Again
Roll > K
- - R - - - Total: 18 -
Lust Shaker
Roll > S
18x4 All R - 17 1(3)1(3)1(3)1 7 +6
Digitalis
Roll > H
45 All R - 8 4 23 -8
Dust
Roll > D
23 High R - 28 4 20 -10
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Silent Force
Silent Force
j.214S
GGXRD Millia SilentForce.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 All R - 11 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Secret Garden
Secret Garden
214H > direction + H
GGXRD Millia SecretGarden.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Summon - - R - 57 - Total: 74 -
Each Hit 30x1~5 - - - All 18 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Overdrives

Emerald Rain
Emerald Rain
236236S
GGXRD Millia EmeraldRain.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36x3 All - - 4+1 - Total: 74 -3
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Winger
Winger
2141236H
GGXRD Millia Winger.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40, 25x4, 80 Mid R - 5+1 10(10)15 30 -22
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Chroming Rose
Chroming Rose
214214S
GGXRD Millia ChromingRose.png
GGXRD Millia ChromingRose2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Summon - - R - 23 - - -
per Rose 16 - - - 31 40 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Instant Kill

Iron Maiden
in IK mode: 236236H
GGXRD Millia IronMaiden.png
GGXRD Millia IronMaiden2.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
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Strategy

General Tactics

Tips and Tricks

Combos


Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc