GGACR/Millia Rage

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overview[edit]
Overview

Millia is a very versatile character with arguably one of the best okizeme and mixups in the game with her tandem top and secret garden mixups.

She is the 2nd fastest character in the game below Chipp, except with 2 airdashes and turbofall that allows her to alter her trajectory in the air. She also has Silent Force (Pin), a devastating projectile that - when combined with her very high mobility options - can make it very difficult for an opponent to anti-air or approach her. This projectile is what helps her get in and start her oppressive rushdown, and keeps the opponent guessing in neutral.

Despite being the 2nd fastest character, she also has the 2nd worst defense and will take heavy damage from hits compared to the rest of the cast. She also lacks a reliable reversal out of pressure, so you will need to rely on Instant blocking, Dead Angle, or backdash to get out of pressure. You will need to move around constantly and avoid getting hit while fishing for hits yourself to secure a knockdown and begin your oppressive okizeme. You will also need to rushdown intuitively, and manage your pin and movement effectively.

Playstyle
GGACR Millia Rage Icon.png Millia Rage is a very versatile character with arguably one of the best okizeme and mixups in the game with her tandem top and secret garden mixups.
Pros Cons
  • Powerful high/low mixup options
  • Unparalleled Okizeme and cover options, especially with Tandem Top and Secret Garden.
  • Very high mobility, including a quick backdash.
  • Great air game thanks to having 2 airdashes, Silent Force, and Turbo Fall.
  • Paper-thin defense; Has the second lowest health in the game.
  • No reliable reversal options
  • Low damage output
  • No knockdown from maximum poking range
  • Overall weak normals.
Guilty Bits Character Intro

Normals[edit]

[edit]
5P
GGAC Millia 5P.png
Hair stab
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
18 Mid CSJR 7 5 6 -1
  • Millia jabs with her hair. Jump-cancellable on hit or block.
  • One of her main anti-airs, though it is not as easily abused as it was in its previous incarnation.
  • She can use it to stop jump-outs or to check the opponent's jump. Safer than 6P on whiff.
  • 5P is also a part of her burst baits due to its recovery with 2P5P after throw or 5PP.
  • Can also be gatlinged into from 2S.
  • Will whiff on crouching opponents.
[edit]
5K
GGAC Millia 5K.png
Dem legs
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
12 Mid CSJR 5 6 14 -10
  • An upward kick. Primarily used for pressure, such as with the string 2K5K2K.
  • It also gatlings into 6K and 2S for a high/low. Jump-cancellable if blocked.

Additional Frame Data Attack is fully extended on 7F.

[edit]
c.S
GGAC Millia cS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
22x2 Mid SJR 7 3,3 17 -6
  • Situational anti-air that can be used when under the opponent due to its straight vertical hitbox.
  • It can also be used to stop the opponent from jumping out of the corner.
[edit]
f.S
GGAC Millia fS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 Mid SJR 7 2 16 -4
  • Millia's primary ground poke.
  • Gatlings into 5H, which then gatlings into 2D.
  • Can't confirm into a knockdown at far ranges or off a launch, but can combo into Emerald Rain.
[edit]
5H
GGAC Millia 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30x2 Mid SR 6 4(2)2 21 -4
  • Slightly faster than f.S, but mostly just used as combo filler.
[edit]
6P
GGAC Millia 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
22x2 Mid SJR 7 9,3 20 -9
  • One of Millia's main anti-airs with upper body invulnerability with a good sized hitbox.
  • Staggers on grounded counter-hit, meaning it has its uses against grounded opponents.
  • Leaves Millia quite vulnerable on whiff, so keep in mind if the opponent still has air options available.

Additional Frame Data Upper body invincible 1~12F. Staggers opponent on ground CH (Max 39F).90% proration.

[edit]
6K
GGAC Millia 6K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
25 High SR 18 4 8 +5
  • One of Millia's main overheads that she uses in her mixup game, and is low-invulnerable.
  • On block she can continue to pressure the opponent, potentially leading to another mixup opportunity.

Additional Frame Data Lower body invincible 1~19F. Foot invincible 20~21F. Initial proration 80%. Hits crouching opponents on 20F (tested on Sol).

[edit]
6H
GGAC Millia 6H.png
Hair-whip them to submission
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
60 Mid SR 16 3 25 -9
  • Has slow-startup and is horrible to whiff, but knocks the opponent down on hit and is special cancellable.
  • No gatling options.
  • It can be used stop jump-outs in the corner, but it's mainly used to score a knockdown from corner carry combos.

Additional Frame Data Slams down and knocks down opponent on hit.

[edit]
5D
GGAC Millia 5D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
12 High R 27 3 23 -12
  • Universal overhead. Rarely used as an overhead option.

Additional Frame Data Low profile 8~23F. Foot invincible 30~41F. Millia is in CH state during entire move.

[edit]
2P
GGAC Millia 2P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
9 Mid CSR 5 2 6 +2
  • Shorter range than 2K.
  • Hits mid and is primarily used after throw for burst baiting.

Additional Frame Data Initial prorate 85%.

[edit]
2K
GGAC Millia 2K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
8 Low CSR 5 2 7 +1
  • Millia's primary pressure starter, and hits low. Good for frame trapping and tick throwing.
  • Not jump-cancellable on block or hit, but it is special-cancellable on block.

Additional Frame Data Initial prorate 75%.

[edit]
2S
GGAC Millia 2S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
26 Low SJR 9 4 15 -3
  • Hits low and has better proration than 2K, but starts up slower. Can be used as part of high/low mixup pressure.
[edit]
2H
GGAC Millia 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
36 Mid SJR 11 7 12 -2
  • Millia's primary launcher for combos.
  • 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.

Additional Frame Data Initial prorate 90%. Low profile 1~3F. Floats opponent on hit (untechable for 20F, on CH for 48F).

[edit]
2D
GGAC Millia 2D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
26 Low SR 13 3 12 -1
  • Another of Millia's main ground moves alongside 2K that can be used to fish for knockdowns and for whiff punishing. Cancel into Roll then H Tandem Top to start Disc oki.

Additional Frame Data Foot invincible 10~21F.

[edit]
j.P
GGAC Millia jP.png
Aerial hair stab
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
10 High, Air CSR 5 6 8 -
  • Very fast air-normal with short range. Useful in air-to-air and air-to-ground situations, but primarily the latter.
  • Can go into j.K for pressure on block.
[edit]
j.K
GGAC Millia jK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
12 High, Air SJR 4 9 9 -
  • Useful for catching opponents above you.
  • It's also an important tool for Millia's air combos, as it confirms into j.S, j.H, or K/S Pin.
  • Also serves a purpose with mixups and fuzzy guards.
[edit]
j.S
GGAC Millia jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
26 High, Air SR 9 6 12 -
  • Your main air-to-ground move and combo filler.
  • Airdash cancellable on block, allowing you to do airdash mixups.
[edit]
j.H
GGAC Millia jH.png
"Spread out your wings, you are an angel"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
32 High, Air SR 12 3 11 -
  • Solid air-to-air with a good amount of untech time.
  • Shorter range than j.D means it isn't Millia's default air-to-air.
  • If the opponent is close enough to beat her j.D, j.H is a better choice.

Additional Frame Data Floats opponent on hit (untechable for 20F). Air dash cancellable.':

[edit]
j.D
GGAC Millia jD.png
I Said Kneel
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
48 High, Air SR 17 7 9 + landing 6 -
  • Millia's default long range air-to-air.
  • It's airdash cancellable, meaning it can be used in specific combos.
  • Grants a far-reaching untechable knockdown on counter-hit, allowing Secret Garden setups from fullscreen or Disc oki when close to the opponent.
  • Horrible air-to-ground move, as many characters can run under this move and punish its recovery.

Additional Frame Data Floats and blows back opponent on hit (untechable for 38F, on CH for 84F).

[edit]
j.2H
GGAC Millia j2H.png
Millia-copter
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
22x3 High, Air SR 8 4(2)6(2)4 17 -
  • Millia's primary combo ender at lower heights.
  • 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.

Additional Frame Data Slams down opponent on air hit (untechable for 16F).


Universal Mechanics[edit]

[edit]
Ground Throw
GGAC Millia throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
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.
  • Usually used after Roll (214K). Dash and combo into 2P5P or f.S 2H when landed.
[edit]
Air Throw
GGAC Millia airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
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.
[edit]
Dead Angle Attack
GGAC Millia cS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20 Mid R 7 6 33 -25

Additional Frame Data Fully invincible 1~12F. Throw invincible 13~40F. Floats opponent on hit (untechable for 40F). Initial prorate 40%.


Specials[edit]

[edit]
Lust Shaker
214S, SxN
GGAC Millia 214S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
12xN All R 10 1(3)xN 8 +5
  • Good for frame trap pressure on the ground since it is +5.
  • On hit or block, Millia can cancel into Roll (214K) to go for a tick throw or Haircar (214P) to go low.

Additional Frame Data Hitstop 6F. Listed Frame Adv is for no repeated hits. Can cancel to Longinus, Iron Saviour, or Roll from 8F onwards.

Tandem Top[edit]
Tandem Top
236S/H
GGAC Millia 236S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
S 40 All F 11 13 15 -1

236S

  • Has an FRC point in 3-4 frames, making it viable for ground pressure.
  • In the corner, Millia can link 5P to combo from it.

Additional Frame Data Wall bounces opponent on hit (untechable for 22F). Millia is in CH state during move. Total duration 38F. Disc disappears if Millia gets hit. Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears.

H 50 All F 60 33 Total 32 -

236H

  • The infamous move that "Disc oki" is named after.
  • Longer startup, but longer active frames as well.
  • 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.
  • FRC timing in 20-21 frames, which isn't used often because of 236D but is still is applicable in certain matchups such as Baiken.

Additional Frame Data Wall bounces opponent on hit (untechable for 28F). Millia is in CH state during move. Disc disappears if Millia gets hit. Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears.

[edit]
Bad Moon
j.236P
GGAC Millia j236P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
24xN High, Air RF 11 until landing 22 after landing -15
  • A combo ender in the corner for extra damage which yields a knockdown at a low height.
  • When Tiger Knee'd (doing it as close to the ground as possible by inputting 2369P, often referred to as TKBM), it becomes an unreactable 16 frame overhead and Millia's primary high mixup during Disc oki.
  • Very punishable on block, so it should not be used in neutral or without the cover of H Tandem Top outside of combos.

Additional Frame Data Floats opponent on hit (untechable for 30F). Millia is crouching upon landing. Hitstop 6F. Initial prorate 80%. 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 Bad Moon performed from standing (Startup 16F). Has minimum height requirement.

[edit]
Turbo Fall
j.236K
GGAC Millia j236K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
- - F - - 12 after landing -
  • 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. Can also be used for mixups, which is detailed in its own page.

Additional Frame Data Can pass through opponent during fall. FRC timing 14~15F. Fastest possible Turbo Fall performed from standing has total duration 29F. Has minimum height requirement. Landing recovery is cancellable into Special Moves.

[edit]
Forward Roll
214K
GGAC Millia 214K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
- - - - - Total 24 -
  • A command roll that shrinks Millia's hurtbox and lets her low profile underneath some attacks.
  • Used mainly in pressure and for tick throw setups.
  • It is not throw-invincible, and can be punished on reaction if used too predictably.

Additional Frame Data Low profile 2~3F. Really low profile 4~15F. Can pass through opponent. Millia is in CH state 1~15F. Can pick up Hairpin during move.

Iron Savior[edit]
Iron Savior
214P
GGAC Millia 214P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
36 Low RF 17 until corner 18 + landing 8 -13
  • "Haircar" that hits low.
  • The startup looks identical to that of TK Bad Moon, making it a deceptive low mixup.
  • Millia's main low mixup choice during Disc oki. Should not be used from fullscreen, as it is punishable.

Additional Frame DataMillia is airborne from 7F onwards. Blows back and knocks down opponent on hit. Initial prorate 90%. FRC timing 17~22F.

Silent Force[edit]
Silent Force
j.214K/S/H
GGAC Millia j214S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
K 20 All - 11 see notes *1 Total 13 -

j.214K

  • 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. However, due to its ability to completely hault Millia's upward momentum it can be used to extend ground pressure into her airdash strings seamlessly.
  • 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.

(??) Active window: (1)1(1) ??? 2(1)xn

S 20 All - 11 until ground or ??? Total 13 -

j.214S

  • 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.
  • 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.
  • It also serves as a crucial ender to some her air combos depending on height/distance to the corner (j214S land 6H), since it allows her to score an untechable knockdown.
H 20 All - 16 until ground or ??? Total 28 -

j.214H

  • 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.

All versions of Silent Force: Staggers opponent on ground CH (Max 49F). Untechable on air hit for 33F. In CH state during entire move. Initial prorate 80%. Has minimum height requirement. After throwing Silent Force, crouch or Roll over the hairpin to recover it (takes 1F to recover); The hairpin can only be recovered 122F after hitting the ground.

[edit]
Secret Garden
214H > Direction + H
GGAC Millia 214H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30x5 All - 56 - Total 74 -
  • 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.
  • 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.
  • It has incredibly long startup (during which Millia can be counterhit), and thus should generally not be used in neutral.

Additional Frame Data Millia is in CH state 1~55F. Bubble guaranteed to come out after 52F. Accepts up to 4 additional inputs to control direction of sphere from 2~55F. Press D to cancel. Secret Garden from 7~33F (total cancel duration 21F; non-CH state). Bubble passes through other projectiles. Cannot use another Secret Garden, Pretty Maze, or Tandem Top until 27F after sphere disappears.


Force Breaks[edit]

[edit]
FB Pretty Maze
236D / j.236D
GGAC Millia 236D.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ground 22x3 All - 43 41 Total 33 -
  • Millia's staple force break for mixups. Pretty Maze will float on hit, giving Millia the opportunity to launch the opponent up, combo them, and reset the situation over again.
  • It has longer active frames than H Tandem Top, allowing more time for multiple mixups. If they block the first mixup, she can simply do another one.
  • Unlike H Tandem Top, the disc will still come out regardless of whether Millia gets hit during the startup.

Additional Frame Data Total duration 33F. Millia is airborne from 1~20F. Floats and pulls in opponent on hit (untechable for 35F). Pulls in opponent on block. Millia is in CH state during entire move. Disc appears on 22F. Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears. FRC timing 6~8F.

Aerial 50 All F 13 33 Total 23 -
  • Summons a disc in the air, alters her trajectory a bit and can be used for crossups.
  • Can be used to end air combos, but does not give good okizeme positioning.

Additional Frame Data Wallbounces opponent on hit (untechable for 50F). Millia is in CH state until she lands. Disc appears on 12F. Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears. FRC timing 4~6F.

[edit]
FB Secret Garden
j.214D
GGAC Millia j214D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30x5 All - 34 18(8) Total 68 -
  • Millia leaps up into the air while summoning the orb, giving her safer positioning while setting it up.

Additional Frame Data Millia is airborne from 5F onwards. Millia is in CH state 1~25F and 55~68F. Bubble appears on 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, Pretty Maze, or Tandem Top until 27F after bubble disappears.

[edit]
Longinus
214D during Lust Shaker
GGAC Millia 214D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
35 All R 5 8 6 +7
  • Follow-up to Lust Shaker, causes the opponent to slide on hit. Millia can only combo the opponent off it in corner.

Additional Frame Data Slides opponent on hit (untechable for 55F, slides for 26F). Blockstun 20F. Forced prorate 80%.


Overdrives[edit]

[edit]
Winger
2141236H, air OK
GGAC Millia 214236H.png
Ground
GGAC Millia j214236H.png
Air
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ground 40,25x4,80 Midx5,HF RF 5+1 2x5(10)15 landing 30 -21
  • Ground version is her only reversal move that has invincible startup.
  • Has an FRC point at 23~24f to make it safe, but it is not advised to rely on this to get out of pressure often.

Additional Frame Data Fully invincible 1~7F. Rising portion floats opponent on hit (untechable for 60F). Falling portion wallbounces opponent on hit (untechable for 60F). Final hit slides opponent on hit (untechable for 60F, slides for 35F)

Air 80 High, Air R 1+6 until landing landing 30 -13
  • Mostly used to beat weaker anti-airs or for stuffing air-to-air attempts.

Additional Frame Data Air version has initial prorate 70%. Strike invincible 1~7F. Slides opponent on hit (untechable for 60F, slides for 36F).

[edit]
Emerald Rain
236236S
GGAC Millia 236236S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
36x3 All - 4+2 - Total 75 -3
  • Throws 3 big discs. Hitconfirms from any poke. The last disc causes wallbounce.

Additional Frame Data Strike invincible 1~5F. Wallbounces opponent on hit. 2nd disc has startup 26F, 3rd disc has startup 46F.


Instant Kill[edit]

Iron Maiden
236236H
GGAC Millia IK1.png
GGAC Millia IK2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
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.

Additional Frame Data IK Mode activation time 66F. Listed Frame Adv is for an opponent blocking on corner



Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Nakamura enter Japan Mikado - Retired to Xrd Overall Strong player Link
Woshige enter Japan Mikado - Retired to Xrd It's never over. Can't count. Link

Roadmap[edit]

Dustloop Wiki:Roadmap/GGACR

Navigation[edit]


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