GGACR/Millia Rage/EX

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EX characters are not tournament legal. They only see play in novelty events and casual play between consenting parties.
Overview

Overview

EX Millia is quite similar to her regular counterpart, though with a few new tools that strengthen her existing gameplan. Living Force (236P) gives her greater ground conversions, Secret Garden (214H) gives her greater okizeme and j.[H], Air Pretty Maze (j.236S/H/D) and Air Secret Garden (j.214H) give her greater air mobility. In exchange, regular Millia's j.H and K and H Silent Force (j.214K/H) are absent, making her combos slightly worse. Regular Millia's Tandem Top (236S/H) is replaced with the worse Pretty Maze (236S/H), but Secret Garden is much easier to set up. Winger (2141236H) is split into two moves, each costing 50 Tension, making her already bad reversal super even worse.

Playstyle
EX Millia is still 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.
Pros Cons
  • More Powerful Setplay: FB Secret Garden is now a meterless Air OK special that can be set up from most of Millia's combos instead of Tandem Top. Pretty Maze can be used as both a special and Force Break.
  • Higher Mobility: j.[H], Air Pretty Maze and Air Secret Garden change Millia's aerial momentum, making her even harder to catch in the air.
  • Living Force: A fast, fullscreen, horizontal projectile similar to Silent Force that has virtually no recovery and can extend combos from Millia's ground pokes into a corner knockdown.
  • Lower Damage: Millia's old j.H is absent and j.D no longer wallbounces, removing some of her higher damage combo routes.
  • Silent Force: The K and H versions of Silent Force are absent and the S version has less untechable time, limiting the move's utility.
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
Toggle Chart Off
Toggle Chart On
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

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
18 Mid 7 5 6 -1

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 10 10

5K

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 5 6 14 -10

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: 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 Launch 28 10
  • Attack is fully extended on 7F

c.S

Damage Guard Startup Active Recovery On-Block Invuln
22×2 Mid 7 3,3 17 -6

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: 5P, 2P, 6P, 2K, f.S, 2S, 5H, 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10×2 7×2 3 14 14

f.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 2 16 -4

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: 5P, 2P, 6P, 2K, 2S, 5H, 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 7 3 14 14

5H

Damage Guard Startup Active Recovery On-Block Invuln
30×2 Mid 6 4(2)2 21 -4

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20×2 6×2 5 19 18
  • 2nd hit has startup 12F

5D

Damage Guard Startup Active Recovery On-Block Invuln
12 High 25 3 23 -12 8~23F Low Profile
30~41F Feet

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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 20 3 Launch 48 14
  • Millia is in CH state during move

6P

Damage Guard Startup Active Recovery On-Block Invuln
22×2 Mid 7 9,3 20 -9 1~12F Upper Body

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, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 10×2 7×2 3
  • Staggers opponent on ground CH (max 39F)

6K

Damage Guard Startup Active Recovery On-Block Invuln
25 High 18 4 8 +5 1~19F Lower Body
20~21F Feet

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.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 11 6 4 17 16
  • Hits crouching opponents on 20F (tested on Sol)

6H

Damage Guard Startup Active Recovery On-Block Invuln
45 Mid 16 3 25 -9

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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 Launch 60
  • Slams down opponent on hit Ignores OTG

2P

Damage Guard Startup Active Recovery On-Block Invuln
9 Mid 5 2 6 +2

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
85% 3 8 1 10 10

2K

Damage Guard Startup Active Recovery On-Block Invuln
8 Low 5 2 7 +1

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
75% 3 8 1 10 10

2S

Damage Guard Startup Active Recovery On-Block Invuln
26 Low 9 4 15 -6

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, 2P, 6P, 2K, 2S, 5H, 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 8 7 3 14 14

2H

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 11 7 12 -2 1~3F Low Profile

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 14 6 4 Launch 25
  • Untechable on CH for 48F

2D

Damage Guard Startup Active Recovery On-Block Invuln
26 Low 13 3 12 -1 10~21F Feet

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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 Down 14

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High/Air 5 6 8

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 HITOMIGGAC Testament 214H.pngGuard:
    All
    Startup:
    11
    Recovery:
    Total 31
    Advantage:
    +2
    without spending pin.

Gatling Options: j.P, j.K, j.S, j.H, j.D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 10 10

j.K

Damage Guard Startup Active Recovery On-Block Invuln
12 High/Air 4 9 9

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
5 7 2 Launch 28 12

j.S

Damage Guard Startup Active Recovery On-Block Invuln
26 High/Air 9 6 12

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.K, j.H

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 10 3 14 14
  • Air dash cancelable

j.H

Version Damage Guard Startup Active Recovery On-Block Invuln
j.H 22×3 High/Air 8 4(2)6(2)4 17
j.[H] 22, 12×2 High/Air 9 1(1)4(2)3(1)3(1)4 6

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.

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
j.H 5×3 7×3 2 12 20
j.[H] 5×3 7×3 2 12 20, 12×2
  • j.H (notes: Slams down opponent on air hit)
  • j.[H] (notes: First hit slams down opponent on air hit)

j.D

Damage Guard Startup Active Recovery On-Block Invuln
30 High/Air 11 7 9+6 after landing

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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 8 9 4 Launch 23
  • Wallsticks on CH (untechable for 80F, sticks for ??F) Air dash cancelable

Universal Mechanics

Damage Guard Startup Active Recovery On-Block Invuln
50 40 pixels

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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 40% 6 Down
  • Sends opponent on opposite side of throw direction Millia has ??F to juggle opponent on successful throw

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
55 88 pixels

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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 50% 6 60 + WBounce

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
20 Mid 7 6 33 -25 1~12F All
13~40F Throw

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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
40% 10 7 3 Launch 40

Special Moves

Lust Shaker

214S > SxN

Damage Guard Startup Active Recovery On-Block Invuln
12×N All 10 1(3)×N 8 +5

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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10×N 7×N 3 14 14
  • Listed Frame Adv is for no repeated hits Can cancel to Longinus, Iron Saviour, or Roll from 8F onwards If not cancelled will do minimum 4 hits Max 30 hits

Pretty Maze

236S or 236H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236S 40 All 12 13 10 +4
j.236S 40 All 10 13 Until landing+8
236H 50 All 55 33 Total 34
j.236H 50 All 53 33 Until landing+8

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 ViperGGAC Sol 214S-2.pngGuard:
Low×7, Mid
Startup:
17
Recovery:
37
Advantage:
-21
, Order-Sol can slide under it with Gun BlazeGGAC OSol 214S.pngGuard:
All
Startup:
23
Recovery:
Total 44
Advantage:
+9
, A.B.A can slide under it with DraggingGGAC ABA kenin.pngGuard:
-
Startup:
-
Recovery:
Total 28
Advantage:
-
, Robo-Ky and Bridget can both delay their wakeups to avoid it, and 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.

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
236S 10 7 3 14 22 + WBounce
j.236S 10 7 3 Launch 22 + WBounce
236H 10 12 3 14 28 + WBounce
j.236H 10 12 3 Launch 28 + WBounce
  • 236S (notes: FRC timing 9~11F Disc disappears if Millia gets hit Cannot use Pretty Maze or Secret Garden until 42F after disc disappears)
  • j.236S (notes: FRC timing 7~9F Disc disappears if Millia gets hit Cannot use Pretty Maze or Secret Garden until 42F after disc disappears)
  • 236H (notes: FRC timing 9~11F Disc disappears if Millia gets hit Cannot use Pretty Maze or Secret Garden until 42F after disc disappears)
  • j.236H (notes: FRC timing 7~9F Disc disappears if Millia gets hit Cannot use Pretty Maze or Secret Garden until 42F after disc disappears)

Bad Moon

j.236P

Damage Guard Startup Active Recovery On-Block Invuln
24×N High/Air 11 Until landing 22 after landing -15

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.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 8 7×N 3 Launch 30
  • Millia is crouching during landing recovery FRC timing 5~7F after landing or being blocked Listed Recovery is on whiff On whiff, Recovery 1~15F are airborne Listed Frame Adv is for fastest possible TK Bad Moon (Startup 16F) Has minimum height requirement

Turbo Fall

j.236K

Damage Guard Startup Active Recovery On-Block Invuln
Until landing+12

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.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
  • Can pass through opponent during fall FRC timing 14~15F Fastest possible TK Turbo Fall has total duration 29F Has minimum height requirement Landing recovery is cancellable into Special Moves

Forward Roll

214K

Damage Guard Startup Active Recovery On-Block Invuln
Total 24 2~3F Low Profile
4~15F Very Low Profile

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 2SGGAC Chipp 2S.pngGuard:
    Mid
    Startup:
    7
    Recovery:
    11
    Advantage:
    -1
    and 2DGGAC Chipp 2D.pngGuard:
    Low
    Startup:
    9
    Recovery:
    18
    Advantage:
    -8
    , Johnny's 2HGGAC Johnny 2H.pngGuard:
    Mid
    Startup:
    5
    Recovery:
    29
    Advantage:
    -16
    , and * Justice's 2DGGAC Justice 2D.pngGuard:
    Low
    Startup:
    11
    Recovery:
    16
    Advantage:
    -2
    .
  • 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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
  • Can pass through opponent Millia is in CH state 1~15F Can pick up Hairpin during move

Iron Savior

214P

Damage Guard Startup Active Recovery On-Block Invuln
36 Low 17 Until corner 18+8 after landing -13

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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 8 7 3 Launch 60
  • Millia is airborne from 7F onwards Blows back opponent on hit FRC timing 17~22F

Silent Force

j.214S

Damage Guard Startup Active Recovery On-Block Invuln
20 All 11 1(1)×n Total 16

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. 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.

  • 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.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 6 10 2 12 24
  • Staggers opponent on ground CH (max 49F) Millia is in CH state during move Has minimum height requirement See notes ※1

Living Force

236P

Damage Guard Startup Active Recovery On-Block Invuln
20 All 10 1(1)×n Total 26
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 6 10 2 12 40
  • Staggers opponent on ground CH (max 49F) Millia is in CH state during move See notes ※1

Secret Garden

214H > Direction + H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
214H > H 30×5 All 34 18(8) Total 74
j.214H > H 30×5 All 34 18(8) Until landing+20

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.H, 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.

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
214H > H 10×5 7×5 3 14 14
j.214H > H 10×5 7×5 3 14 14
  • 214H > H (notes: Millia is airborne from 5F onwards Millia is in CH state 1~25F Bubble is guaranteed to appear after 30F Accepts up to 4 additional inputs to control direction of bubble from 6~41F Bubble passes through other projectiles Cannot perform another Secret Garden or Pretty Maze until 27F after bubble disappears)
  • j.214H > H (notes: Millia is airborne from 5F onwards Millia is in CH state 1~25F Bubble is guaranteed to appear after 30F Accepts up to 4 additional inputs to control direction of bubble from 6~41F Bubble passes through other projectiles Cannot perform another Secret Garden or Pretty Maze until 27F after bubble disappears)

Force Breaks

FB Pretty Maze

236D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236D 22×3 All 43 41 Total 29
j.236D 50 All 15 33 Until landing+12

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.

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
236D 7×3 5×3 4 Launch 35
j.236D 20 12 5 Launch 50 + WBounce
  • 236D (notes: Pulls in opponent on hit/block Millia is in CH state during move Disc guaranteed to appear after 22F Cannot use Pretty Maze or Secret Garden until 42F after disc disappears)
  • j.236D (notes: Millia is in CH state until she lands Disc guaranteed to appear after 12F Cannot use Pretty Maze or Secret Garden until 42F after disc disappears)

Longinus

214S > 214D

Damage Guard Startup Active Recovery On-Block Invuln
35 All 5 8 6 +7

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.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 80% 20 6 5 Launch 55 + Slide 26
  • Attack Level 6

Overdrives

Winger

2141236H > 63214H or j.2141236H

Version Damage Guard Startup Active Recovery On-Block Invuln
2141236H 50, 20×4 Mid 5+1 2×5 49 -36 1~7F All
2141236H > 63214H 200 High 7+1 Until landing 30 after landing -17 1~7F All
j.2141236H 100 High 7+0 Until landing 30 after landing -13 1~7F Strike

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.

Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
2141236H 20×5 6×5 5 Launch 40
2141236H > 63214H 15 10 5 Launch 60 + WBounce
j.2141236H 15 10 5 Launch 60 + WBounce
  • 2141236H
  • 2141236H > 63214H
  • j.2141236H

Emerald Rain

236236S

Damage Guard Startup Active Recovery On-Block Invuln
36×3 All 4+2 Total 75 -3 1~5F Strike

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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10×3 7×3 3 Launch 120 + WBounce
  • 2nd disc has startup 26F, 3rd disc has startup 46F

Instant Kill

Iron Maiden

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 5+29 Total 165 -62

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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3×16
  • IK mode activation: 66F Listed Frame Adv is for an opponent blocking in corner

Full Frame Data

Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 18 3 8 Mid 1 CSJR 1.44 7 5 6 -1 9 10 10 11
5K 12 3 8 Mid 1 SJR 1.44 5 6 14 -10 9 Launch 28 10 11
c.S 22×2 10×2 7×2 Mid 3 SJR 2.64×2 7 3,3 17 -6 13 14 14 13
f.S 28 10 7 Mid 3 SJR 2.64 7 2 16 -4 13 14 14 13
5H 30×2 20×2 6×2 Mid 5 SR 3.84×2 6 4(2)2 21 -4 18 19 18 15
5D 12 8 20 High 3 R 2.64 25 3 23 -12 8~23F Low Profile
30~41F Feet
13 Launch 48 14 13
6P 22×2 10×2 7×2 90% Mid 3 SR 2.64×2 7 9,3 20 -9 1~12F Upper Body
6K 25 11 6 80% High 4 SR 3.84 18 4 8 +5 1~19F Lower Body
20~21F Feet
16 17 16 14
6H 45 20 6 Mid 5 SR 7.68 16 3 25 -9 18 Launch 60 15
2P 9 3 8 85% Mid 1 CSR 1.44 5 2 6 +2 9 10 10 11
2K 8 3 8 75% Low 1 CSR 2.64 5 2 7 +1 9 10 10 11
2S 26 8 7 90% Low 3 CSJR 2.64 9 4 15 -6 13 14 14 13
2H 36 14 6 90% Mid 4 SJR 3.84 11 7 12 -2 1~3F Low Profile 16 Launch 25 14
2D 26 8 7 Low 3 SR 2.64 13 3 12 -1 10~21F Feet 13 Down 14 13
j.P 10 3 8 High/Air 1 CSR 1.44 5 6 8 9 10 10 11
j.K 12 5 7 High/Air 2 SJR 2.64 4 9 9 11 Launch 28 12 12
j.S 26 8 10 High/Air 3 SR 2.64 9 6 12 13 14 14 13
j.H 22×3 5×3 7×3 High/Air 2 SR 2.64×3 8 4(2)6(2)4 17 11 12 20 12
j.[H] 22, 12×2 5×3 7×3 High/Air 2 SR 2.64×3 9 1(1)4(2)3(1)3(1)4 6 11 12 20, 12×2 12, 0×2
j.D 30 8 9 80% High/Air 4 SR 2.64 11 7 9+6 after landing 16 Launch 23 14


Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 50 6 Forced 40% 40 pixels 4.00 Down
Air Throw Air Throw 55 6 Forced 50% 88 pixels 4.00 60 + WBounce
DAA Dead Angle Attack 20 10 7 40% Mid 3 R 0.52 7 6 33 -25 1~12F All
13~40F Throw
13 Launch 40 13


Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
214S Lust Shaker 12×N 10×N 7×N All 3 R 1.50/1.20×N 10 1(3)×N 8 +5 13 14 14 6
236S S Pretty Maze 40 10 7 All 3 F -/1.20 12 13 10 +4 13 14 22 + WBounce 13
j.236S Air S Pretty Maze 40 10 7 All 3 F -/1.20 10 13 Until landing+8 13 Launch 22 + WBounce 13
236H H Pretty Maze 50 10 12 All 3 F -/1.20 55 33 Total 34 13 14 28 + WBounce 13
j.236H Air H Pretty Maze 50 10 12 All 3 F -/1.20 53 33 Until landing+8 13 Launch 28 + WBounce 13
j.236P Bad Moon 24×N 8 7×N 80% High/Air 3 RF 1.50/1.80×N 11 Until landing 22 after landing -15 13 Launch 30 6
j.236K Turbo Fall F 2.00/- Until landing+12
214K Forward Roll 2.00/- Total 24 2~3F Low Profile
4~15F Very Low Profile
214P Iron Savior 36 8 7 90% Low 3 RF 2.00/4.80 17 Until corner 18+8 after landing -13 13 Launch 60 13
j.214S Silent Force 20 6 10 80% All 2 1.50/2.40 11 1(1)×n Total 16 11 12 24 12
236P Living Force 20 6 10 80% All 2 -/2.40 10 1(1)×n Total 26 11 12 40 12
214H > H Secret Garden 30×5 10×5 7×5 All 3 -/1.20×5 34 18(8) Total 74 13 14 14 13
j.214H > H Air Secret Garden 30×5 10×5 7×5 All 3 -/1.20×5 34 18(8) Until landing+20 13 14 14 13


Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236D FB Pretty Maze 22×3 7×3 5×3 All 4 43 41 Total 29 16 Launch 35 14
j.236D Air FB Pretty Maze 50 20 12 All 5 F 15 33 Until landing+12 18 Launch 50 + WBounce 15
214S > 214D Longinus 35 20 6 Forced 80% All 5 R 5 8 6 +7 20 Launch 55 + Slide 26 15


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
2141236H Winger (Ascending) 50, 20×4 20×5 6×5 Mid 5 R 5+1 2×5 49 -36 1~7F All 18 Launch 40 15
2141236H > 63214H Winger (Descending) 200 15 10 High 5 R 7+1 Until landing 30 after landing -17 1~7F All 18 Launch 60 + WBounce 15
j.2141236H Air Winger (Descending) 100 15 10 High 5 R 7+0 Until landing 30 after landing -13 1~7F Strike 18 Launch 60 + WBounce 15
236236S Emerald Rain 36×3 10×3 7×3 All 3 4+2 Total 75 -3 1~5F Strike 13 Launch 120 + WBounce 13


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Iron Maiden Fatal 3×16 All 5+29 Total 165 -62 0


Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Millia 5P.pngGuard:
Mid
Startup:
7
Recovery:
6
Advantage:
-1
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special
2PGGAC Millia 2P.pngGuard:
Mid
Startup:
5
Recovery:
6
Advantage:
+2
5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special
6PGGAC Millia 6P.pngGuard:
Mid
Startup:
7
Recovery:
20
Advantage:
-9
- - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special
5KGGAC Millia 5K.pngGuard:
Mid
Startup:
5
Recovery:
14
Advantage:
-10
- - - 2H 5D, 2D Jump, Special
2KGGAC Millia 2K.pngGuard:
Low
Startup:
5
Recovery:
7
Advantage:
+1
6P 5K[+], 2K[+] c.S, f.S, 2S 2H 5D, 2D Special
6KGGAC Millia 6K.pngGuard:
High
Startup:
18
Recovery:
8
Advantage:
+5
- - - - - Special
c.SGGAC Millia cS.pngGuard:
Mid
Startup:
7
Recovery:
17
Advantage:
-6
5P, 2P, 6P 2K f.S, 2S 5H, 2H 5D, 2D Jump, Special
f.SGGAC Millia fS.pngGuard:
Mid
Startup:
7
Recovery:
16
Advantage:
-4
5P, 2P, 6P 2K 2S 5H, 2H 5D, 2D Special
2SGGAC Millia 2S.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-6
5P, 2P, 6P 2K 2S 5H, 2H 5D, 2D Jump, Special
5HGGAC Millia 5H.pngGuard:
Mid
Startup:
6
Recovery:
21
Advantage:
-4
- - - - 5D, 2D Special
2HGGAC Millia 2H.pngGuard:
Mid
Startup:
11
Recovery:
12
Advantage:
-2
- - - - 5D, 2D Jump, Special
6HGGAC Millia 6H.pngGuard:
Mid
Startup:
16
Recovery:
25
Advantage:
-9
- - - - - Special
5DGGAC Millia 5D.pngGuard:
High
Startup:
25
Recovery:
23
Advantage:
-12
- - - - - Homing Jump
2DGGAC Millia 2D.pngGuard:
Low
Startup:
13
Recovery:
12
Advantage:
-1
- - - - - Special
Air Gatlings
P K S H D Cancel
j.PGGAC Millia jP.pngGuard:
High/Air
Startup:
5
Recovery:
8
Advantage:
-
j.P[+] j.K[+] j.S j.H j.D Special
j.KGGAC Millia jK.pngGuard:
High/Air
Startup:
4
Recovery:
9
Advantage:
-
j.P - j.S j.H j.D Jump, Special
j.SGGAC Millia jS.pngGuard:
High/Air
Startup:
9
Recovery:
12
Advantage:
-
j.P j.K - j.H - Special, Air Dash
j.HGGAC Millia j2H.pngGuard:
High/Air
Startup:
8
Recovery:
17
Advantage:
-
- - - - - Special
j.DGGAC Millia jD.pngGuard:
High/Air
Startup:
11
Recovery:
9+6 after landing
Advantage:
-
- - - - - Special, Air Dash
  • 5D can be only canceled into Homing Jump on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

Millia Rage
Ambox notice.png To edit frame data, edit values in GGACR/Millia Rage/EX/Data.