GGXRD-R2/Millia Rage

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Overview

Overview

Millia is a high speed rushdown character who thrives off of her terrifying high/low mixup potential. Her second airdash, fast run speed, and fast jump mean she can outmaneuver her opponent and bait them into whiffing something. Once she gets a good knockdown (usually in the corner), her okizeme using Disc (236H) or Secret Garden (214H) lets her apply a safe high-low mixup using 2K, 6K, Bad Moon (j.236P) or Iron Savior (214P). Millia can usually get a nice combo off this mixup, then set it up all over again.

Millia's great mobility allows her to dominate her opponents in neutral as she attempts to score a knockdown and start her okizeme game. Her hairpin (j.214S/H) is particularly strong, since it doesn't slow her air momentum and will force an opponent to get hit, block it, or do something risky to avoid it beforehand. The simple threat of hairpin requires many characters to play completely differently against Millia and makes it almost impossible to anti-air her from the ground without a hard read.

Unfortunately, Millia has abysmal health and often dies in two or three combos - and don't forget her pitiful stun resistance. She also gains RISC more than most other characters and retains the cranked up gauge for quite a while, long after she escaped pressure: any time that Millia spends blocking is time that could lead her to lose a round. Furthermore, her primary pokes have large hurtboxes compared to other characters, so she can struggle in pure grounded footsies when she can't abuse her speed.

If you enjoy having a blazing fast and dominant neutral game that lets you convert any stray hit into a knockdown and setplay, Millia is the character for you. Just don't get hit.
Playstyle
Millia Rage is a fragile character who punishes mistakes by enforcing deadly mix-ups and okizeme through her myraid mobility options and setplay tools.
Pros Cons
  • Oki Goddess: Tandem TopGGXRD Millia TandemTop2.pngGuard:
    All
    Startup:
    60
    Recovery:
    Total 35
    Advantage:
    -
    and Secret GardenGGXRD Millia SecretGarden.pngGuard:
    All
    Startup:
    77
    Recovery:
    Total 74
    Advantage:
    -
    give Millia oppressive okizeme off of basically any combo. Her high/low mixup game is also excellent and loops back into itself, making her oppressive offense potentially game-ending.
  • Superb Mobility: Fantastic mobility with 2 airdashes and great run speed, as well as fast evasive movements, like RollGGXRD Millia ForwardRoll.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total: 28
    Advantage:
    -
    or Turbo FallGGXRD Millia TurboFall.pngGuard:
    -
    Startup:
    -
    Recovery:
    8 after landing
    Advantage:
    -
    . Millia's extreme mobility lets her bait and whiff punish just about anything.
  • Aerial Threat: On top of her unmatched air mobility, Millia has access to a variety of strong jumping attacks that make her hard to deal with while midair. Opponents will learn to loathe j.HGGXRD-R2 Millia j.H.pngGuard:
    High/Air
    Startup:
    8
    Recovery:
    25
    Advantage:
    -
    and Silent ForceGGXRD Millia SilentForce.pngGuard:
    All
    Startup:
    11
    Recovery:
    23 Total
    Advantage:
    -
    .
  • Great Backdash: Millia's backdash moves her backwards very far and has very short recovery, letting her escape pressure and reposition well.
  • Versatile Combos: Millia has lots of freedom in her air combos, and her rewards for proper optimization can range from increased damage output, bettering her already amazing corner carry, and even lending her even stronger setups.
  • Fragile: Millia has the second lowest health in the game and low stun resistance. She also gains RISC more quickly and loses it more slowly than other characters.
  • Relies on Pin: Although Silent Force does a ton for Millia, her opponent can sit on top of a fallen pin or scroll it off the screen and force her to play without it.
  • Conditional Ground Pokes: Millia's ground pokes often have large hurtboxes (f.S) or require her to commit to a lot of whiff recovery (2D).
  • Low Meter Gain: Even with her most optimized routes, she doesn't generate a lot of meter. She cannot afford to overspend her tension in neutral, especially when she relies on meter to get out of pressure.

Silent Force

Silent Force is a unique projectile which can only be performed if Millia is holding her hairpin. The pin must be picked up by crouching or rolling over top of it while not in hitstun/blockstun before it can be thrown again. Silent Force's great deal of frame advantage means that it can easily be converted to a combo on hit and allows Millia to get in for free on block.

However, losing the pin forces Millia to play "normal" neutral, which she would rather not do. An opponent camping on the pin or scrolling it off screen can be devastating for Millia's control of neutral and her ability to force an approach.

Normal Moves

5P

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

An unorthodox 5P that is primarily useful as an anti-air. 5P is disjointed on Millia's hair and jump cancelable, which increases its effectiveness at stopping air approaches. 5P also has low whiff recovery, making it a low-risk check in neutral.

  • Jump cancelable.
  • Whiffs on all crouching opponents.

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

Level Proration RISC+ RISC-
0 Initial: 90% 3 8

5K

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

5K can be used as an emergency anti-air, but it’s far more useful as a combo and pressure tool. Many of Millia’s corner combos use this as a bridge due to its range and jump cancel. 5K has a massive suite of gatlings and cancels and is her go-to pressure normal up-close. Its frame advantage leaves something to be desired, but it gatlings into 2K for a quick tick throw attempt on top of everything else.

  • Jump cancelable.
  • Gatlings into itself.

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

Level Proration RISC+ RISC-
0 3 8

c.S

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

c.S is a normal that every Millia player will come to love. It has a great vertical hitbox and lots of Gatling options, lending it great utility in pressure and combos. It also shines as a highly rewarding cross under anti-air.

  • Jump cancelable.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
2 10 7

f.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 2 16 -6

Millia’s main grounded poke. Up close, f.S combos into 2S and 5H(1). Less commonly, it’ll combo into 2H and 236S for a big conversion. Farther away, it’ll combo into 5H(2nd) which will require a crouching opponent or meter to confirm into a knockdown or launch. There are ranges where f.S will fail to combo into 5H(2nd) altogether, forcing her to spend meter for a combo. Gatling Options: 2S, 5H, 2H, 5D

Level Proration RISC+ RISC-
1 Initial: 90% 6 7

5H

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

Millia’s go-to Throw OS normal with 4H and a great confirming tool overall. Combos into 2D at almost any range and combos into Digitalis on crouching opponents where 2D would fail. If the first hit counterhits, Millia can link into c.S by cancelling into 214K. Gatling Options: 5D, 2D

Level Proration RISC+ RISC-
4 20 6

5D

Damage Guard Startup Active Recovery On-Block Invuln
23 High 28 4 20 -10 9-14 low profile
15-17 above knees

Millia’s worst overhead, but not without use. 5D is more useful due to its evasive properties and disjointed hitbox than it actually being an overhead. The disjoint will make it clash with DPs while also punishing mashing or trying to throw.

Level Proration RISC+ RISC-
2 Initial: 80% 10 20

6P

Damage Guard Startup Active Recovery On-Block Invuln
22 Mid 10 5 22 -13 1-14 Upper Body

Millia’s only invulnerable anti-air but good at what it does. 6P has a long recovery on whiff, so avoid using it if opponent still has air movement options. Can be followed up with c.S, 2H, or 6H, which acts as a very strong frame trap option as well as being a very good confirm from a CH anti-air. Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D

Level Proration RISC+ RISC-
2 Initial: 90% 10 7
  • Staggers opponent on CH. Max duration 63F

6K

Damage Guard Startup Active Recovery On-Block Invuln
25 High 19 4 12 +1 5~20F Lower body
21~22F Feet

A very deceptive overhead attack and a staple in Millia's high/low mixups. Useful in corner pressure due to the low crush and being plus on block. Millia can link 5K on crouchers anywhere or cancel into 236S for a combo in the corner.

  • Hits crouching opponents on frame 21.
  • Crushes lows.
  • Can avoid things like Potemkin's Slidehead and Faust's 100-Ton Weight, but not reliably.

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

Level Proration RISC+ RISC-
3 Initial: 70% 20 6
  • Hits crouching opponents on 21F (tested on Sol)

6H

Damage Guard Startup Active Recovery On-Block Invuln
35×2 Mid, High 15 3(6)5 18 -6

A versatile tool in pressure and combos and one of her best launchers after corner disc oki. Particularly devatasting as a counter hit starter, will make her opponent think twice about mashing against frame traps.

  • First hit is jump cancelable.
  • Both hits are special cancelable.
Level Proration RISC+ RISC-
3 Initial: 100%, 80% 14 6, 9

2P

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

Generally outshined by 2K, this move is still useful for frametraps and tick throws. It’s sole advantage over 2K other than one frame of advantage is that it’s slightly easier to time against 8f+ reversals.

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

Level Proration RISC+ RISC-
0 Initial: 85% 3 8

2K

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

Primary pressure starter and Millia’s fastest low. It’s plus and has great frame trap options with 6P, 5K or f.S. 2K is also an excellent tick throw point.

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

Level Proration RISC+ RISC-
0 Initial: 70% 3 8

2S

Damage Guard Startup Active Recovery On-Block Invuln
26 Low 9 2 15 -3

Decent pressure tool as it hits low and can be jump cancelled to reset pressure. 2S makes for Millia's highest damage low starter due to its lack of initial proration. It can go under certain reversals if used as a meaty.

  • Jump cancelable.

Gatling Options: 5H, 2H, 5D

Level Proration RISC+ RISC-
2 10 7

2H

Damage Guard Startup Active Recovery On-Block Invuln
33 Mid 11 7 12 -2

Millia's main launcher, and a staple normal to convert ground combos into aerial ones. Situational/preemptive anti-air due to its slow startup and lack of invincibility, but still gives Millia a combo if it trades.

  • Jump cancellable.

Gatling Options: 5D, 2D

Level Proration RISC+ RISC-
3 14 12

2D

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

Very strong ground poke because of its long range and ability to fish for knockdowns and whiff punishes. After scoring a knockdown, dash in and H Tandem Top (or cancel into roll then H Tandem Top if at max range) to start Millia’s mix-up game.

2D is especially notable as it low crushes other lows like Sol’s own 2D. Good use of 2D will make it much scarier to disrespect her much faster f.S.

Level Proration RISC+ RISC-
2 10 7

j.P

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

An extremely strong air-to-air due to its speed and hitbox, best for hitting opponents below Millia. Makes for a good escape tool due to how it shifts her hurtbox, especially if combined with super jump.

  • Can be whiff cancelled into itself or j.K.

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

Level Proration RISC+ RISC-
0 3 8

j.K

Damage Guard Startup Active Recovery On-Block Invuln
12 High/Air 4 6 12

VERY fast air normal. Useful for catching opponents above her and as a rising anti-air thanks to its active frames and good vertical hitbox. Confirms into j.S (1f gap on normal block) and j.D, as well as reverse-chain to j.P. Also serves a purpose with mixups as it can be used for fuzzies and to catch opponents mashing reversal throw.

  • Jump cancelable.

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

Level Proration RISC+ RISC-
0 3 8

j.S

Damage Guard Startup Active Recovery On-Block Invuln
26 High/Air 10 6 12

Good air-to-ground and combo filler normal. Used after j.K in low airdash mixups for more blockstun. Links into c.S when low to the ground.

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

Level Proration RISC+ RISC-
2 10 7

j.H

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 8 10 25

Humongous, deep jump and IAD-in button. Millia’s main air approach tool outside Pin thanks to its monstrous hitbox. Can even stuff anti-air moves with good timing. As if it wasn’t good enough already, j.H has a crossup hitbox. This combines neatly with her discs and quick air movement, as it works great for okizeme and as a surprise crossup from a jump cancellable move or in neutral.

Gatling Options: j.D

Level Proration RISC+ RISC-
2 10 7

j.D

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

Air combo filler and a high risk/medium reward air poke. j.D > IAD is used in almost all of Millia’s air combos due to its good corner carry and potent okisutations it can lead to. She can use it to fish for counter hits near the corner, but it’s riskier than her other air normals due to its landing recovery.

  • Jump cancelable.
  • Wallbounces on counterhit.
Level Proration RISC+ RISC-
2 10 7

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
0, 55 Ground Throw: 70000 1 +60

Very important to her mix-up game. Though her throw range is short, her dash speed makes up for the range.

  • Results in a knockdown that lets you set up Disc oki.
  • Switches sides on connect.
    • OSing with 4H will keep Millia and her opponent on the same sides they started with.
  • Has several spacing-and HIGHLY character-dependant combos from it, mostly using 5K. These are very prorated but still result in corner carry and stronger oki. Check combo section for more.
Level Proration RISC+ RISC-
0 Forced: 55% NA 6, 0
  • Stun value: 27

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
0, 55, 0 Air Throw: 192500 1

Millia’s least rewarding anti-air. It sends her opponent flying away, heavily limiting her okizeme options. Midscreen, she’s forced to set up Secret Garden as nothing else will reach. Throwing an opponent in the corner will leave her close enough for dash H Tandem Top to work. Still has the great qualities of airthrows, and j.H is a decent Throw OS button, but all of her other options are preferred in situations where they can be used.

Level Proration RISC+ RISC-
0 Forced: 65% NA 6, 0
  • Stun value: 27

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 10 3 23 -12 1~12F Full
13~39F Throw

All of Millia’s defensive options outside mashing require Tension, and this is no exception. Her Dead Angle’s saving grace is that it’s on the faster end at 10f. Blows the opponent away on hit, air teachable. Be thankful we don’t live in a world where this gave her a knockdown.

Level Proration RISC+ RISC-
2 Initial: 50% 10 7

Blitz Attack

Version Damage Guard Startup Active Recovery On-Block Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50F: Blitz

Millia’s low meter gain means she’s better off spending 25 meter on RC or Emerald Rain, which both give her way more utility. However, seeing as how Millia's defensive options are arguably the worst in the game, Blitz does retain its use as one.

Version Level Proration RISC+ RISC-
Blitz 1 Initial: 55%
[Blitz] 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Tandem Top

236S/H

Version Damage Guard Startup Active Recovery On-Block Invuln
236S 40 All 11 13 Total 38 -1
236H 25×2 All 60 32,2 Total 35

Millia's signature move. Commonly referred to as “Disc.”

  • Both discs wallbounce on hit.

S Tandem Top

Without meter, S Disc is used in corner combos as a launcher. The wallbounce can be followed up with 5K or c.S into an air combo.

With meter, S Disc goes from situational to one of her most open ended tools. She can use it as an anti-air against opponents with ways to change their air momentum, eat an opponent’s fireball and punish, get an air throw on an opponent trying to avoid it, the possibilities are endless. S Disc YRC can be used on bad knockdowns to salvage okizeme where H Disc would be too slow. The possibilities are endless.


H Tandem Top

Millia’s goal is to score a knockdown and set up either this or Secret Garden. H Disc will not hit meaty after most knockdowns (the exception being combos ending in pin), meaning she must use a normal before the disc connects for it to be a true blockstring. However, this can be reversal safe against characters with slow reversals if she uses 2P or 2K.

Not only does H disc make her okizeme much safer by covering her recovery, it also strengthens her conversions. H disc hits twice and launches the opponent on its second hit, allowing for a damaging air combo into another H Disc setup. Ending with pin gives her a looping setup where the disc hits meaty enough she can backdash (and crouch to grab the pin), jump, air FD any reversal, and perform a safe airdash high/land low mixup. Be ready to block reversals as her opponent absolutely does not want to block this.

The fastest way to place the H Disc after a knockdown where she are not already positioned on top of her opponent is to buffer it into a dash by inputting 2366H.

Version Level Proration RISC+ RISC-
236S 2 Initial: 90% 2 7
236H 2 Initial: 80% 2 7

236S: 236H:

Bad Moon

j.236P

Damage Guard Startup Active Recovery On-Block Invuln
24x(2~10) High/Air 11 till landing See notes -17

One of Millia’s most infamous special moves. Its obvious use as a divekick is limited to say the least, and its true power lies in using it as a Tiger Knee special, dubbed "TK Moon" by the community, which gives you an unprorated, potentially 16 frame overhead that roughly shares it's startup animation and audio with Iron Savior, a low of around the same speed, forming Millia's most potent 50/50. Mostly unsafe on its own, and even on hit it doesn't lead to a combo, but with meter or Disc setups it can even lead to further pressure on block or a strong combo on hit.

Millia gains access to an enhanced version of Bad Moon upon reaching double jump height. This makes Bad Moon descend much faster, as well as deal more damage and hits than usual. With proper timing and combo adjustments, it can be used to knockdown the opponent without the need of Tension or Silent Force, allowing her to keep her core neutral tool more often.

  • Fastest possible TK Bad Moon is 14F.
Level Proration RISC+ RISC-
2 Initial: 85% 10 7
  • Recovery on block is Until Landing+9
  • Recovery when done at lowest possible height is 21+9 After Landing
  • Recovery on hit/whiff 15+9 After Landing
  • Frame Advantage is on lowest possible height

Iron Savior

214P

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

The low complement to Bad Moon, also known as “haircar.” It’s an unthrowable low that starts with with Millia jumping into the air, which means it's easy for your opponent to confuse with TK Bad Moon, even sharing similar startup sounds. Slightly safer than TK Moon if spaced well, regardless many characters can still punish it. Its hitbox extends outwards very rapidly after a slight backward hop from Millia, combined with its potential safety it has niche uses in pressure or footsies, but this isn't advised. If whiffed, goes fullscreen before Millia jumps off.

Level Proration RISC+ RISC-
2 Initial: 90% 10 7
  • Millia becomes airborne 7F onwards

Silent Force

j.214S/H

Version Damage Guard Startup Active Recovery On-Block Invuln
j.214S 20 All 11 Until ground 23 Total
j.214H 20 All 11 Until ground 27 Total

Commonly referred to as “pin” or “hairpin,” Silent Force is Millia’s answer to ground normals and specials that she normally would struggle to deal with. It’s a fullscreen diagonal projectile, but with a caveat: once she throws it, she has to pick it back up again before she uses it. The pin itself can be picked up by crouching on top of it or by Roll-ing over it. She cannot pick it up while being hit or blocking.

Pin is an excellent neutral tool both for baiting anti airs or making air approaches safe, and is also Millia's main avenue to hard knockdown enders to her air combos to get her oki going. Managing Pin is an essential skill for mastering Millia, and letting the opponent camp on top of it or keep it offscreen is highly detrimental to your gameplay.

With low recovery and, bafflingly, a stagger on counterhit, its low damage and blockstun cease to matter, and make Pin incredibly obnoxious to deal with.

  • S version launches the pin at a 45 degree angle downwards without changing your air momentum at all.
    • Used to get your strongest oki and make swift approaches and jumpins safe.
  • H version has a slightly longer total duration and bumps Millia upwards slightly upon use, changing its range but not its angle.
    • Useful in many combos, where S pin would not get high enough to hit and net a knockdown, or when a specific extension is preferred.
    • Leads to slightly weaker oki, requiring a meaty normal to keep the opponent from Fuzzy Jumping to avoid your mix.
Version Level Proration RISC+ RISC-
j.214S 1 Initial: 80% 2 6
j.214H 1 Initial: 80% 2 6

j.214S: j.214H:

Forward Roll

214K

Version Damage Guard Startup Active Recovery On-Block Invuln
214K Total: 28 4-15 really low profile
16-24 above knees
Roll > K Total 18 4~11F really low profile
12~18F above knees
Roll > S 18×4 All 17 1(3)1(3)1(3)1 7 +6
Roll > H 45 Mid 8 4 26 -11
Roll > D 23 High 25 4 20 -10 7~11F Low profile
12~14F Above Knees

Tucks Millia's hurtbox very low to the ground, where only attacks that touch the floor will hit her. Can be used to bait Dead Angles this way, as well as evading other slow standing pokes. However, Roll has no invul and can be thrown, limiting its usage as a crossup.

Roll can be followed up with K, S, H, and D. Roll K will roll again but in the opposite direction, returning Millia to where she started. Roll > S will perform the motion version of Lust Shaker. Roll > D will perform her 5D, which also has a backwards roll built-in.

Roll > H is the only roll follow-up that is an entirely unique move, Digitalis. Digitalis is mostly used as a knockdown tool against crouching opponents, but it can also be used as a risky frame trap from lvl4 moves. On hit, Millia is plus enough to get a safejump with IAD j.Pw > AD j.S/H.

Roll can be used to pick up the dagger from Silent Force. This does not change the functionality of Roll, which means she has all her normal options afterwards. Very handy when applying okizeme or during a blockstring.

  • Millia can pass through opponents during Roll and Roll > K.
Version Level Proration RISC+ RISC-
214K
Roll > K
Roll > S 2 10 7
Roll > H 4 Initial: 75% 20 5
Roll > D 2 Initial: 80% 10 20

214K:

  • Can cancel into Lust Shaker, Digitalis, and Dust from 12~20F
  • Can be canceled into Roll Again from 18~20F
  • Can be canceled into all other attacks from 25F onward(except throw)

Roll > K: Roll > S: Roll > H: Roll > D:

Turbo Fall

j.236K

Damage Guard Startup Active Recovery On-Block Invuln
8 after landing

Millia's command fast fall that alters her trajectory in the air, as she dives down in a 45 degree angle. Combined with YRC, this move makes Millia's neutral much more unpredictable.

  • Can pass through opponent while falling.
Level Proration RISC+ RISC-

Lust Shaker

214S or SSSS....

Version Damage Guard Startup Active Recovery On-Block Invuln
214S 18×4 All 17 1(3)1(3)1(3)1 7 +6
SSSS 15xN All 10 {1(3)}×N 7 +6

Lust Shaker is an interesting tool. It gives Millia a way to check how her opponent is reacting to her offense, whether that means blocking normally or using IB/FD. Being highly plus on block, Millia get her turn back after analyzing her opponent’s defensive habits.

Lust Shaker is also a useful (albeit situational) combo tool. It’s plus enough on hit to link into 5K up close and f.S farther away. It can also turn what would be an airtech situation after Bad Moon into a hard knockdown with 50 Tension. Shaker can crush guts at the end of a combo thanks to its many, low-damage hits.

Version Level Proration RISC+ RISC-
214S 2 10 7
SSSS 2 10 7

214S: SSSS:

  • Mash S for more hits
  • 4 hits min, 23 hits max

Secret Garden

214H > Direction + H

Damage Guard Startup Active Recovery On-Block Invuln
30×1~5 All 77 18 Total 74

Secret Garden creates an orb above Millia's head that will move forward once and then in the inputted directions. The orb can be given commands by inputting a direction + H up to 4 times (ex. 3H > 4H > 6H > 4H) during the move's startup before it leaves Millia's head. Garden Oki is the last say. It’s safer, harder to escape, and lasts longer than H tandem top oki, however requires more conditions to properly set up. If Millia can set up Secret Garden, her opponent is forced to respect it as it can bail her out.

  • Does not go away when Millia gets hit.
Level Proration RISC+ RISC-
2 Forced: 90% 2 7
  • Additional hits have active frames: (8) 18

Overdrives

Winger

2141236H or 2141236D

Damage Guard Startup Active Recovery On-Block Invuln
40, 25×4, 80
[50, 31×4, 100]
Mid×5, High 5+1 10(10)15 30 -22 1~7F Full
8F onwards Upper Body

Millia’s reversal super, and not a great one at that. While it is a combo starter and its damage isn't awful, the invul only extends to the first active frame, which leads to very poor results against meaty projectiles. Because of this, it’s much more commonly used as an unburstable combo ender.

  • Tumbles on hit.
  • Can combo into IK, as rarely as this will be an option
Level Proration RISC+ RISC-
4 Initial: 80% 20 6×5,15
  • [] values are for the Burst version
  • 8F onwards Airborne

Emerald Rain

236236S

Damage Guard Startup Active Recovery On-Block Invuln
36×3 All 4+1 Total: 74 -3 4F Strike

Throws three discs, roughly the size of tandem top, across the screen. Every hit launches and wallbounces, leading to a combo on hit and safe on block.

Millia struggles with her longer range conversions in general and this Overdrive does wonders for her in that regard. Despite it being cancellable into from only normals and not specials, it generally out performs a regular RRC in just about every way, with stronger corner carry and damage, although there are routes where it simply doesn't hit in time to combo, and there RRC is preferred to secure a knockdown, if for miniscule damage.

It can even secure a combo from throw in many situations, but these aren't fully consistent and are highly prorated, so they're mostly just round-ending tools.

Level Proration RISC+ RISC-
2 Initial: 80% 10 7
  • 2nd disc has startup 25F, 3rd disc has startup 45F

Chroming Rose

214214S

Version Damage Guard Startup Active Recovery On-Block Invuln
214214S 23+0 4~10F Feet
Rose 16 All 31 40

Install super which causes Millia's movement and special moves to leave a trail of roses that become active as damaging projectiles after a short delay. Many of her moves which do not lead to a combo without a disc can be converted with roses, especially in the corner.

While it can make for certain tricky situations and improves Millia's conversions from lots of moves, this super is generally never used, as despite clear intentions many of the moves it's supposed to make safe can still be counterhit before the rose pops, notably TK Moon and Haircar can often just be punished between the two hits by faster moves. In combos the roses highly prorate your damage and remove your ability to consistently pull off your j.D IAD combos, as airdashes leave roses, knocking the opponent out of your string.

Millia's other uses of Tension are so good that it's hard to justify taking a gamble on hitting someone with this and being at a gigantinc disadvantage if it backfires.

  • All on-screen roses instantly disappear if Millia takes damage.
  • Millia gains Roses, and subsequently, combos on the following moves
    • Iron Savior
    • Bad Moon
    • Throw
    • Roll, only 214K and not its followup
    • Turbo Fall
    • Airdash
    • Backdash
    • Run, including the run animation during D6
Version Level Proration RISC+ RISC-
214214S
Rose 0 2 3

214214S:

  • Lasts for 360F, during Hellfire lasts for 432F

Rose:

  • The first rose that hits the opponent in a combo has RISC -7

Instant Kill

Iron Maiden

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Destroy All 9+12
[5+12]
6 34 -23 5~27F Full
[3~22F Full]

Winger > Gold IK is a rather practical round ender, so knowing how to combo and convert into it can be useful when the situation arises. IK is very useful for Millia due to her low damage and it also deals mental damage, always good for a mixup character.

Level Proration RISC+ RISC-
3 14 6
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 64F [5F+5F]

Navigation

Millia Rage
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