GGACR/Millia Rage

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Overview[edit]
Overview

Millia is a very versatile character with arguably the best okizeme and mixups in the game with her Tandem Top and Secret Garden specials.

She is the 2nd fastest character in the game below Chipp, but has 2 airdashes. Her Turbofall and Silent Force specials, as well as her aerial Force Break Pretty Maze, allow her to alter her trajectory and position in the air in ways which can be difficult to follow or predict. Her Silent Force (Pin), is a fast traveling 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 keeps the opponent guessing in neutral, helps her get in close, and start her oppressive rushdown once she's there.

Unfortunately as the 2nd fastest character, she also has the 2nd worst defense and will take heavier damage from hits compared to the rest of the cast. She also lacks a meterless reversal out of pressure, so you will be more dependent on defensive options like Instant Blocking, Dead Angle Attack, 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 real offense. Managing your pin and movement effectively, as well as developing flexible ways to confirm stray hits into knockdown, are central to her effectiveness.


Lore:Originally raised by the Assassins Guild, Millia was initially devoted to her lover Zato-1 before he became consumed by both his own dark path and his shadow. Having her love being torn apart, she breaks away from the guild to atone for her sins and finished Zato's life with her own hands....until his shadow Eddie begins to control his corpse fully, and with Zato's pupil Venom sending adversaries after her in Zato's late name. Millia lives both under constant attack from the assassins after her life....and from the curse emanating from the forbidden magic that allows her to control her hair for combat. Time starts to run out before it consumes her much like shadow that consumed Zato....
Voice:Yuuko Sumitomo
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
  • Amazing High/Low Mixup Game: Powerful high/low mixup options with cross-ups involved, on top of her extra mobility options.
  • Highly Flexible Okizeme: Provides her with coverage that's difficult to defend against, and ways to vortex her foe repeatedly.
  • Very high mobility: Standard mobility options are of high-rating, including having a very good backdash, having 2 airdashes and her Turbo Fall.
  • Great Aerial Game: Aerial mobility options in tandem with Pretty Maze and Silent Force give her ways to cover both grounded and aerial stages of a battle.
  • Great whiff punishes: Millia has fast and quick recovering normals that are low committal that allow her to play around her opponent's options
  • Paper-thin defense: Has the second lowest health in the game and also has no meterless reversal on the flipside.
  • Low damage output: Overall damage is lacking, even with meter for the most part; forced to rely on vortexes and is also hampered by limited conversions from maximum poking range as her normals are overall fairly mediocre on some fields.
  • Low reward from full range footsies: Despite her buttons being very fast and good for whiff punishing, she can't reliably get a knockdown to start her okizeme without creating a good air to ground or ground to air situation in close or spending at minimum 50% meter with Emerald Rain.
Guilty Bits Character Intro

Normals[edit]

5P[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
18 Mid 7 5 6 -1 -

[edit]

  • 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.

5K[edit]

c.S[edit]

f.S[edit]

5H[edit]

6P[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
22x2 Mid 7 9,3 20 -9 1~12F Upper Body

[edit]

  • 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.

6K[edit]

6H[edit]

5D[edit]

2P[edit]

2K[edit]

2S[edit]

2H[edit]

2D[edit]

j.P[edit]

j.K[edit]

j.S[edit]

j.H[edit]

j.D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
48 High/Air 17 7 9 + landing 6 - -

[edit]

  • 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).

j.2H[edit]


Universal Mechanics[edit]

Ground Throw[edit]

Air Throw[edit]

Dead Angle Attack[edit]


Specials[edit]

Lust Shaker[edit]

214S -> SxN

Tandem Top[edit]

236S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
S 40 All 11 13 15 -1 -
H 50 All 60 33 Total 32 - -

[edit]

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.

236H is 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.

Bad Moon[edit]

j.236P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
24xN High/Air 11 until landing 22 after landing -15 -

[edit]

  • 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.

Turbo Fall[edit]

j.236K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
- - - - 12 after landing - -

[edit]

  • 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.

Forward Roll[edit]

214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
- - - - Total 24 - 2~3F Low Profile
4~15F Very Low Profile

[edit]

  • 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]

214P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
36 Low 17 until corner 18 + landing 8 -13 -

[edit]

  • "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 Data Millia is airborne from 7F onwards. Blows back and knocks down opponent on hit. Initial prorate 90%. FRC timing 17~22F.

Silent Force[edit]

j.214K/S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
K 20 All 11 see notes *1 Total 13 - -
S 20 All 11 until ground or ??? Total 13 - -
H 20 All 16 until ground or ??? Total 28 - -

[edit]

  • 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.

  • 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 (j.214S land 6H), since it allows her to score an untechable knockdown.

  • 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.

Secret Garden[edit]

214H -> Direction + H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
30x5 All 56 - Total 74 - -

[edit]

  • 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. It can be canceled by pressing D if the situation is too dangerous to continue with the move.
  • 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.


Force Breaks[edit]

FB Pretty Maze[edit]

236D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
Ground 22x3 All 43 41 Total 33 - -
Aerial 50 All 13 33 Total 23 - -

[edit]

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 quicker startup and 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.


Air version 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.

FB Secret Garden[edit]

214D -> Direction + H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
30x5 All 34 18(8) Total 68 - -

[edit]

  • 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.

Longinus[edit]

214D during Lust Shaker


Overdrives[edit]

Winger[edit]

2141236H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
Ground 40,25x4,80 Midx5,HF 5+1 2x5(10)15 landing 30 -21 1~7F All
Air 80 High/Air 1+6 until landing landing 30 -13 1~7F Strike

[edit]

  • 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)


The air version is 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).

Emerald Rain[edit]

236236S


Instant Kill[edit]

Iron Maiden[edit]

During IK Mode: 236236H


Colors[edit]

GGACR Millia Rage normal p.png
GGACR Millia Rage normal k.png
GGACR Millia Rage normal s.png
GGACR Millia Rage normal h.png
GGACR Millia Rage normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Millia Rage ex p.png
GGACR Millia Rage ex k.png
GGACR Millia Rage ex s.png
GGACR Millia Rage ex h.png
GGACR Millia Rage ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Millia Rage slash p.png
GGACR Millia Rage slash k.png
GGACR Millia Rage slash s.png
GGACR Millia Rage slash h.png
GGACR Millia Rage slash d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR Millia Rage reload p.png
GGACR Millia Rage reload k.png
GGACR Millia Rage reload s.png
GGACR Millia Rage reload h.png
GGACR Millia Rage reload d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
AC Millia Rage normal h.png
AC Millia Rage normal d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Nakamura enter Japan Mikado Twitter Retired to Xrd Overall Strong player Link
Woshige enter Japan Mikado Twitter Retired to making SFV It's never over. Can't count. Link
Blitz enter SoCal Super Arcade (Defunct) Twitter Active Yell at Blitz to update the wiki Link
Jun enter Japan Mikado - Retired to Xrd - Link
KimJongPhil enter EC USA - Twitter Active Link
GGshnick enter Russia GGPO - Active - Tournament set vs ShredderStar's Ky Tournament set vs Hale's Order-Sol

NOTE: These tables are still WIP[edit]

External References[edit]

Navigation[edit]

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