GGXRD/Millia Rage: Difference between revisions

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(fixed turbofall landing recovery)
(→‎6P: This game does not have a "Head, body, feet" system.)
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  |recovery=20
  |recovery=20
  |frameAdv=-9
  |frameAdv=-9
  |inv=
  |inv= *Upper body frames 1-12.
  |description=
  |description=
*First hit causes Stagger on Counter Hit.
*First hit causes Stagger on Counter Hit.
*Invincible to head attacks.
*Long recovery on whiff so avoid using it if opponent still has double-jump or movement options.
*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.  
*Can be followed up with S, or HS ground normals.  

Revision as of 21:54, 4 March 2015

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
Full Frame Data
Millia_Frame_Data_(GGXRD)

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.


Move List

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.
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.
f.S
f.S
GGXRD Millia fS.png
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
  • 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 +3
  • An overhead attack.
  • Invincible to low attacks.
  • Can avoid knockdown from Potemkin's Slidehead and Faust's 100-Ton Weight if timed correctly.
6H
6H
GGXRD Millia 6H.png
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.
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
  • 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

2P
2P
GGXRD Millia 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
9 Mid CS YRP 5 2 6 +2
  • 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

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
  • 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

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 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.
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 -
  • 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

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 -
  • 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

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 -
  • 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

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 -
  • 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


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 cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 All - - 10 3 33 -22
  • Can be immediately followed with Tandem Top (236H) to start the okizeme game.


Special Moves

Bad Moon
Bad Moon
j.236P
GGXRD Millia BadMoon.png
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
GGXRD Millia TandemTop2.png
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 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.
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.... 15x4 All - YRP 10 1(3)x4~23 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
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 Low - YRP 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.

Follow the Help:Writing_Character_Pages guidelines

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 23 -8
Dust
Roll > D
23 High - YRP 28 4 20 -10
  • 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

Silent Force
Silent Force
j.214S
GGXRD Millia SilentForce.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 All - YRP 11 - - -
  • 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

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 - -
  • 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


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
  • 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

Winger
Winger
2141236H
GGXRD Millia Winger.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40, 25x4, 80 Mid - YRP 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.

Follow the Help:Writing_Character_Pages guidelines

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 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.

Follow the Help:Writing_Character_Pages guidelines


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.

Follow the Help:Writing_Character_Pages guidelines


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