Millia is a mobile, versatile character with access to strong lockdown and looping setplay.
One of Millia's defining features is her mobility, which is among the best in the game. In addition to her two airdashes, Turbo FallGuard:
-, Silent ForceGuard:
-, and aerial FB Pretty MazeGuard:
-, allow her to alter her trajectory and position in the air in ways which can be difficult to follow or predict. Her Silent ForceGuard:
- (Pin) is a fast traveling projectile that can make anti-airing or approaching her difficult. Millia also boasts strong ways of converting stray air-to-air hits into knockdowns, enhancing her neutral control.
Once Millia gets a knockdown, she can use Tandem TopGuard:
- or Secret GardenGuard:
- to keep her opponent blocking on wakeup and run powerful OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups.. These special moves can lock the opponent down for a considerable amount of time, often forcing the opponent to block the following mixup. In addition, the combos she can get after successfully opening up an opponent will often lead into another knockdown, allowing Millia to repeat the situation.
|Lore:||Originally raised by the Assassins' Guild, Millia was initially devoted to her lover Zato-1 before he became consumed by both his own dark path and his shadow. Having her love being torn apart, she breaks away from the guild to atone for her sins and finished Zato's life with her own hands....until his shadow Eddie begins to control his corpse fully, and with Zato's pupil Venom sending adversaries after her in Zato's late name. Millia lives both under constant attack from the assassins after her life....and from the curse emanating from the forbidden magic that allows her to control her hair for combat. Time starts to run out before it consumes her much like shadow that consumed Zato....|
|Millia Rage is a mobile offensive character with a variety of strong tools for controlling neutral. Once she secures a knockdown, she can run extremely potent looping okizeme.|
Guilty Bits Character Intro
|StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames|
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|ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames|
|InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames|
|RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames|
|Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames|
5P is one of Millia's main anti-airs, though it is not as easily abused as it was in its previous incarnation. Covers a solid area above and in front of Millia with a mostly disjointed hitbox. She can use it to stop jump-outs or to check the opponent's jump. It's safer than 6P on whiff, and its low recovery makes it a low-commitment option for this purpose.
- Due to its low recovery, 5P is also a key part of her burst baits, with 2P5P after throw or 5PP being solid options.
- Will whiff on crouching opponents.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Covers a decent arc in front of Millia. Can hit opponents directly above her, though it's not an exceptional anti-air. Gatlings into itself (even on whiff), 2K, and 6K, allowing for a high-low mixup on block. It also gatlings into 2S, allowing for a more rewarding low option or a way to gatling into heavier normals. Primarily used for pressure, such as with the string 2K5K2K.
Gatling Options: 6P, 5K, 2K, 6K c.S, f.S, 2S, 5H, 2H, 5D, 2D
Situational anti-air that can be used when under the opponent due to its straight vertical hitbox. Useful for stopping the opponent from jumping out of the corner. Can also be used to catch techs in the corner. Also solid punish starter due to its fairly quick startup, lack of initial proration, and gatling into 2H for a full air combo.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D
One of Millia's essential grounded pokes. Gatlings into 5H, which then gatlings into 2D. If you're in range, this is your main way of securing a grounded knockdown off a poke. Can also combo into Longinus for a combo from slightly farther ranges, giving you a knockdown for 25 meter and a combo in the corner. Can't confirm into a knockdown at maximum range or off a launch, but can combo into Emerald Rain.
Gatling Options: 2S, 5H, 2H, 5D
Another solid grounded poke. Used less commonly than f.S, but still good to remember. Slower than f.S if not very close, but reaches farther forwards. Has more recovery than f.S, however, making it riskier to use in neutral.
Also an essential piece of combo filler, with its two-hit nature making it an easy hitconfirm into 2D for a knockdown.
Gatling Options: 5D, 2D
Universal overhead. Slow, awful on block, and doesn't lead to much on hit. Rarely used as an overhead option, since Millia has much better options for mixups.
One of Millia's main anti-airs, with upper body invulnerability with a good sized hitbox. Leaves Millia quite vulnerable on whiff, so keep in mind if the opponent still has air options available. Opponents can land behind Millia on occasion when she uses this, which is something to avoid.
Staggers on grounded counter-hit. If both hits connect, however, the second hit will undo the stagger of the first hit, making converting off a counterhit stagger difficult.
Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D
One of Millia's main overheads that she uses in her mixup game. It's special cancellable on hit or block, allowing for a combo on hit without any prior setup. Also serves as a solid meaty for disc oki, providing a safer high option than Bad Moon.
- Invulnerable to lows for much of its animation, making it a strong low crush option.
- +5 on block, meaning she can continue to pressure the opponent even if they block it.
Has slow startup and is horrible to whiff, making it rare to see in neutral. However, it knocks the opponent down on hit and is special cancellable, making it a useful combo ender. Many of Millia's corner combos end with 6H to secure a knockdown into oki. No gatling options, meaning you can't continue pressure on block without going directly into a special. Can also be used to stop jump outs in the corner.
Shorter range than 2K, but the same startup. Tied for Millia's fastest normal. Hits mid and is primarily used after throw for burst baiting.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
An incredible normal for a variety of reasons, and one of your best tools for neutral and pressure. Millia's primary pressure starter due to its frame advantage, which makes it good for frametraps and tick throws. Bigger than most similar low kicks, letting you start pressure from farther away, especially with dash momentum. Also gatlings into itself and and 5K, making it a good low option. Works well as a meaty in disc oki due to its low commitment and good hitconfirm ability.
- Lowers Millia's hurtbox significantly, letting you go under normals such as Johnny's f.S.
Gatling Options: 6P, 5K, 2K, c.S, f.S, 2S, 2H, 5D, 2D
Hits low and has better proration than 2K, but starts up slower. Can be used as part of high/low mixup pressure. Also another solid meaty option, since it hits low and gatlings into 2H. Fairly long range and low profile makes it useful as a poke, especially since it generally confirms into knockdown.
- Can gatling into 5P to go backwards in the gatling table, allowing for unique pressure resets.
Gatling Options: 5P, 5H, 2H, 5D
Millia's primary launcher for combos. You want to gatling into this when you're in range. It also has its uses as an anti-air, but its slow startup makes it situational. Has a good amount of untechable time on counter-hit.
Gatling Options: 5D, 2D
Another of Millia's main ground moves alongside 2K that can be used to fish for knockdowns and for whiff punishing. Can be cancelled into roll to start disc oki on hit or into FB Secret Garden to start Garden oki from anywhere.
Spammable short-ranged aerial jab. Useful in air-to-air and air-to-ground situations due to its speed and respectable hitbox. Can go into j.K for pressure on block.
- Whiff cancels into itself and j.K, further decreasing the move's risk.
- Actually slower to start up than j.K, which is something to note.
- Important for disarming Testament's HITOMIGuard:
+2 without spending pin.
Gatling Options: j.P, j.K, j.S, j.H, j.2H, j.D
Extremely fast air normal useful for catching opponents directly above you. Can be special cancelled into K/S pin on block for pressure or used in mixups as a fast high option. It's also an important tool for Millia's air combos, as it confirms into j.S and j.H.
- Can hit opponents directly in front of Millia, letting it serve as an air-to-ground option, especially when used as a gatling out of other air normals.
Gatling Options: j.P, j.S, j.H, j.D
Your main air-to-ground move, ideal for hitting opponents below you. Airdash cancellable on block, allowing for strong high-low mixups; you can either airdash again and use more high jump-ins, or you can land and use a low or throw. Also important combo filler, having enough untech time to combo into j.H.
Gatling Options: j.P, j.H, j.2H
Solid air-to-air with a good amount of untech time. The hitbox is almost entirely disjointed, allowing it to beat many other air normals. However, shorter range than j.D means it isn't Millia's default air-to-air from far ranges. If the opponent is close enough to beat her j.D, j.H is a better choice.
Also an essential part of Millia's air combos, having high untech time and cancelling into airdash on hit for additional extensions. Try to confirm into this to get an air conversion going if you can.
- Whiffs on crouching opponents, making it poor for air-to-ground.
Millia's primary combo ender at lower heights, as it grants a knockdown that allows Millia to set up Disc oki immediately afterwards. Depending on height and hitsun decay, it may be cancelled into Bad Moon or replaced with Pin to secure the knockdown. Not much use outside of combo filler, since Millia's other air normals generally control the air better.
Millia's default long range air-to-air. It's airdash cancellable, meaning it can be used in specific combos or to close the gap after you hit someone with it. Grants a far-reaching untechable knockdown on counter-hit, allowing Secret Garden setups from fullscreen or disc oki when close.
Horrible air-to-ground move, as many characters can run or crouch under this move and punish its recovery. Has some landing recovery, making it not great to whiff, which further increases the risk of using it against grounded opponents.
Very important to your mixup game. The throw range is short, but her quick dash speed makes it hard to see coming. Can be used after Roll (214K) for a tricky mixup. Dash and combo into 2P5P, 5K 2H, or f.S 2H when landed.
Sends the opponent flying away. At fullscreen, it gives Millia a Secret Garden setup that allows her to rushdown safely. If Millia airthrows the opponent near the corner, she can dash up and do H Tandem Top to start up Disc oki.
Surprisingly fast dead angle. Uses the animation of c.S. Useful as an unsafe emergency option out of blockstun. Can be crucial to turning the tide on defense. Knocks the opponent down and keeps them right in front of you on counter hit, which can sometimes allow for disc oki. Short horizontal range compared to other dead angles. Don't miss.
214S > SxN
Good for frame trap pressure on the ground since it is +5. Using f.S after this on block leaves a 2-frame gap, enough to punish almost all abare. On hit or block, Millia can cancel into Roll (214K) to go for a tick throw or reset pressure if the opponent's scared of the frametrap. You can also cancel into Haircar (214P) to go low, but this isn't that useful.
Listed Frame Adv is for no repeated hits.
236S or 236H
236S is a pretty fast, pretty versatile special move. Can be used as a way to cancel Turbo Fall's landing recovery to catch people off guard, or as a meaty after landing raw haircar, since the knockdown from haircar doesn't give you time for other meterless setups.
It's also useful as a frametrap due to its speed and decent reward in the corner or on counter-hit. In the corner, Millia can link 5P to combo from it. On counter-hit, you get a wallbounce, letting you follow up with an air combo.
- Causes a wallbounce from anywhere on counter-hit, allowing for damaging conversions from anywhere on the screen.
- Has an FRC point from 3~4F, letting you effectively remove the recovery from ground normals on block.
236H is a key part of Millia's okizeme, and the move that Disc oki is named after.
- Longer startup, but longer active frames as well. Can be used after a variety of knockdowns, most commonly j.2H and Bad Moon.
- Causes a wallbounce in the corner for combos, with similar conversions to 236S.
- FRC timing in 20~21F, which isn't used often because of 236D but is still is applicable in certain matchups such as Baiken.
This is Millia's primary and staple mixup tool. After securing a knockdown, the Disc allows Millia to mask her high/low mixups while also making sure the opponent can't escape due to the blockstun. Some knockdowns, such as 2D > Roll > Disc, don't give enough time for the Disc to be a meaty. This can be used in conjunction with a meaty normal for a high-low mixup that's very plus on block, but be warned that this loses to reversals. Other knockdowns, however, such as low to the ground j.2H in the corner, allow the disc to hit meaty, leading to pressure that is harder to contest.
Some characters have ways around Disc oki:
- Faust can crawl under Disc
- Zappa can duck under it
- Sol can slide under it with Grand ViperGuard:
- Order-Sol can slide under it with Gun BlazeGuard:
- A.B.A can slide under it with DraggingGuard:
- Robo-Ky and Bridget can both delay their wakeups to avoid it
- Slayer can pass through it with his teleport dashes.
Keep this in mind when performing oki on these characters.
Also deceptively useful in neutral. Placing down a disc allows Millia to hide behind a constant active hitbox and potentially get a followup if the opponent runs into it. The FRC point adds to this, as it allows you to set a disc without fear of being punished on reactions by moves such as Sol's Grand Viper.
A combo ender in the corner for extra damage. Yields a knockdown at a low enough heights. When performed with a Tiger Knee(TK) motion (doing it as close to the ground as possible by inputting 2369P), it becomes an unreactable 16 frame overhead and Millia's primary high mixup during Disc oki. Very punishable on block, so it generally should not be used in neutral or without the cover of H Tandem Top outside of combos.
- Has a minimum height limit. This is important to note, as it changes how to input the TK motion. Specifically, you need to wait a bit before hitting P for Bad Moon to come out.
- Has an FRC point a set amount of time after Millia bounces off her opponent, right as she uncurls from being a moon. This makes Bad Moon much safer on block or whiff, but Millia has other uses for 25 Tension.
Millia's command fastfall, which lets her alter her trajectory in the air and make it harder for the opponent to anti-air her. Millia dives down in a 45 degree angle, giving her an extra way to cover a large distance in an unexpected way in neutral. Can also be used for mixups, as you can pass through opponents while descending for a crossup.
- Landing recovery is cancellable into ground specials, which can allow for a quick way to catch opponents off guard.
- FRC point from 14~15F, just as Millia starts moving; if you're quick enough, you can use an air normal as you descend.
- Has some startup before Millia starts moving. If hit out of this startup, she won't go anywhere.
A command roll that shrinks Millia's hurtbox and lets her low profile underneath some attacks. Useful in pressure and for tick throw setups. If your opponent respects you too much, use this to close the distance. Can also be used in neutral to avoid the opponent's pokes.
- Goes under a lot of things it doesn't look like it should, such as Chipp's 2SGuard:
-1 and 2DGuard:
-8, Johnny's 2HGuard:
-16, and * Justice's 2DGuard:
- Can be throw punished on reaction if used too predictably.
Additional Frame Data: Can pass through opponent. Millia is in CH state 1~15F. Can pick up Hairpin during move.
Commonly referred to as Haircar. Hits low and travels forever until Millia hits her opponent or the wall. The startup looks identical to that of TK Bad Moon, making it a deceptive low mixup. This makes it Millia's preffered low option during Disc oki. The FRC point adds another layer to this; with tight timing, you can immediately input j.K before you land, allowing you to turn your low into an overhead.
- Should not be used from fullscreen, as it is punishable.
Additional Frame Data: Millia is airborne from 7F onwards. Blows back and knocks down opponent on hit. Initial prorate 90%. FRC timing 17~22F.
j.214K or j.214S or j.214H
An incredible move that enhances every aspect of Millia's gameplay. Useful for zoning, air-to-airs, approaching, pressure, combos, and more. Once thrown, you have to pick it back up again by crouching or rolling over it. The pin cannot be picked up for 122F (roughly 2 seconds) after throwing; you'll know it's ready to be picked up again when it begins glowing.
- Virtually no recovery once thrown, allowing you to quickly airdash after throwing it for an approach.
- Staggers on ground counter hit and has high untech time on air hit; both situations can lead to a combo.
K Pin removes all of Millia's upward momentum, and its trajectory is steeper than both S Pin and H Pin. Has a slightly different use in neutral compared to S Pin, being reserved mostly for covering close approaches by the opponent, especially when punishing lows. Also useful as an "anti-anti-air." With proper spacing, K Pin can beat out some grounded anti airs and allow Millia to start a combo off the counter-hit stagger. Due to its ability to completely hault Millia's upward momentum it can be used to extend ground pressure into her airdash strings seamlessly. A good example is c.S > TK K Pin (2147K) > airdash forward > j.S.
Also used after rising j.K in fuzzy guard setups to confirm into a combo without Disc or meter, and some combos or setups against certain characters (like Johnny) may require K Pin instead of S or H.
S Pin temporarily halts Millia's air movement while the pin is being thrown, and its trajectory is roughly a 45° angle downward in front of Millia. This is Millia's primary projectile and extremely crucial to her neutral game. It allows her to control the pace of the matchup, as opponents will have to keep in mind whether or not you have it available. S Pin into an immediate airdash forward is a safe and effective way to both control space and approach, even if the pin whiffs.
Fishing for counter-hits is an easy way for Millia to brute force her way in due to the large amount of hitstun. If the opponent blocks it, she may still have an opportunity to continue pressure under the right circumstances due to the blockstun.
It also serves as a crucial ender to some her air combos depending on height/distance to the corner; (j.214S > land > 6H) is a common way to secure a knockdown into Garden oki in the corner.
H Pin Has slightly slower startup, but gives Millia an extra upward boost before throwing. Good for positioning in the air if the opponent is catching on to the angle Millia throws S Pin at. Also useful for air-to-airing, as it allows Millia to hit opponents directly aboce her for massive damage.
214H > Direction + H
Once the move is input, Millia summons an orb that will accept up to four more direction inputs by pressing a direction and H (e.g. 214H -> 6H 1H 6H 4H). After 52 frames (regardless of whether any inputs were given or not), Millia will return to neutral and the orb will begin travelling along the path that was input.
Once active, the projectile will persist even if Millia is hit. This makes Garden oki naturally beat both abare and reversals, as both actions will cause Garden to hit the opponent. Garden oki can cover the options previously mentioned to beat Disc oki, making Garden setups valuable against those characters.
Secret Garden can be used from fullscreen after an air throw or counter-hit j.D to lock down the opponent on their wakeup, allowing Millia to safely rushdown the opponent. It can also be used in place of H Tandem Top for longer and better okizeme, but this generally requires specific setups to achieve.
Long startup and counterhit state make it generally bad in neutral, however it can be used for fullscreen space control against characters that cannot approach Millia in time to interrupt it, such as Justice.
Can be canceled during startup by pressing D if the situation is too dangerous to continue with the move.
Common setups include S Pin > land > 6H > Garden and FB Pretty Maze > airdash back > j.D > land > 6H > Garden. Common patterns for Garden on an opponent's wakeup are 1H 6H 4H 6H when close, 2H 8H 2H 8H when farther, and 3H 8H 2H 8H when even farther than that.
236D (Air OK)
Millia's staple force break for mixups. It has quicker startup than H Tandem Top, making it more convenient to set up. It's also active for longer and hits three times instead of just one, allowing more time for multiple mixups. If they block the first mixup, she can simply do another one. Once active, the disc will stay out even if Millia is hit. This makes it situationally useful for trading in neutral and extremely useful for reversal-safe oki.
Pretty Maze will also float on hit, giving Millia the opportunity to launch the opponent up, combo them, and reset the situation over again.
Air version summons a disc in the air. This move does not operate as a "trap" like ground Pretty Maze, instead being more similar to 236S.
Increases Millia's momentum on use. If you were jumping forward, you'll go forward faster after using Pretty Maze. Notably, if you airdash, then use Pretty Maze mid-flight, you'll be flung a great distance forwards or backwards at high speeds. This can be used to cover long distances fast, with IAD > Pretty Maze sending you almost the entire horizontal length of the screen at max zoom-out. This is also useful for crossups, since you can fling yourself over and behind your enemy.
Due to the high untech time and ability to airdash cancel, this move is useful for stabilizing some air combos. This is especially useful against lightweight characters, who might otherwise be too high to secure a knockdown against. The FRC point lets you act almost immediately after your momentum changes, but this costs 50 Tension, so it's seldom used.
FB Secret Garden
214D > Direction + H or D
Millia leaps up into the air while summoning the orb, giving her safer positioning while setting it up. The orb activates much faster, and Millia is actionable much sooner after using it.
This move greatly strengthens your oki, as it allows you to set up Garden oki much easier. Notably, 2D, j.2H, and Bad Moon knockdowns all set up FB Garden. This move is an extremely useful method of pressuring the aforementioned characters with responses to Disc oki, since this allows common knockdowns to be turned into strong pressure that those characters cannot easily escape.
The increased speed also greatly decreases the risk of using Garden for space control, allowing you to throw it out in more situations.
214S > 214D
Follow-up to Lust Shaker. Causes the opponent to slide on hit. In or near the corner, it causes a wallstick for combos. Midscreen, Millia gets a knockdown. Allows Millia to turn an f.S hit into a knockdown from farther ranges than usual, helping you start your gameplan faster.
- Since Lust Shaker is already +5, this isn't usually used for its plus frames.
2141236H (Air OK)
Ground version is her only reversal move that has invincible startup. Not a very good reversal, and should be used sparingly. The horizontal range of the rising hits is incredibly poor. This can sometimes cause opponents to fall out, especially if they were doing an extended button when you hit them. The invincibility wears off almost immediately after the startup, meaning moves such as Ky's Charged Stun Edge can beat wakeup Winger completely.
The air version is mostly used to beat weaker anti-airs or for stuffing air-to-air attempts. Millia has much cheaper and less risky ways to do this, though. Not very good.
Throws 3 big discs. The last disc causes wallbounce, allowing for a combo. Lets you convert off f.S from even farther ranges than Longinus does. Whether the hits connect properly is a bit inconsistent, and opponents might fall out of the sequence midway through. This makes conversions using Emerald Rain somewhat risky.
2nd disc has startup 26F, 3rd disc has startup 46F.
During IK Mode: 236236H
The only good thing is that it tracks, making it particularly good against A.B.A. Other than that, not worth using.
IK Mode activation time 66F.
|To edit frame data, edit values in GGACR/Millia Rage/Data.|
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
- Attack Level
- Bear Stun (Dizzy)
- Dead Angle Attack (DAA)
- Faultless Defense (FD)
- FD Jump
- Forced Proration
- Force Break (FB)
- Force Roman Cancel (FRC)
- Guard Gauge
- Initial Proration
- Instant Block (IB)
- Instant Kill (IK)
- Jump Install (JI)
- Negative Penalty
- Overdrive (Super Attack)
- Roman Cancel (RC)
- Slashback (SB)
- Special Attacks
- Tension Gauge
- Tension Pulse
- Ukemi (Teching)