GGACR/Millia Rage

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Overview

Overview

Millia is a very versatile character with arguably the best okizeme and mixups in the game thanks to 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.

However, Millia has the 2nd worst defense of the cast, and will take heavier damage from hits compared to most characters. 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 escape. 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 mobile offensive character with a variety of strong tools for controlling neutral. Once she secures a knockdown, she can run extremely potent okizeme, which can loop into itself to create a seemingly never-ending vaccum of offense that grinds the opponent down.
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: With the help of H Tandem Top (Disc) and Secret Garden, Millia's okizeme can shut down multiple defensive options and allow for safe, powerful mixups.
  • High Mobility: Millia has access to a variety of exceptional mobility tools, including two airdashes, a fast, low-profile run, an above average backdash, and momentum-changing special moves such as Silent Force (Pin) and Turbo Fall.
  • Great Aerial Game: A suite of fast air-to-air normals, alongside her aerial mobility, gives Millia solid control over the air. This is further complemented by a variety of grounded anti-airs.
  • Fast Normals: Millia has a variety of fast, low-commitment normals that allow her to control space, punish whiffed attacks, or approach in a variety of ways.
  • Silent Force: A fast fullscreen projectile that covers a multitude of angles, has virtually no recovery, and always leads to a full combo on air hit, giving Millia access to exceptional space control in neutral, air-to-airs, pressure resets, and routes into her strongest okizeme.
  • Paper-Thin Defense: Has the second lowest health in the game and no meterless reversal, with her only metered reversal being underwhelming.
  • Mediocre Damage: Overall damage is below average. Millia has access to high damage with knoweldge-heavy specialzied routes, but these usually require good starters to be worthwhile and consume the same resources that she often prefers to use in neutral and okizeme. Millia ultimately relies heavily on looping her okizeme to secure rounds.
  • Limited Reward From Ground Pokes: Despite her buttons being good for controlling space, she can't reliably get a knockdown to start her offense from grounded pokes at max range, unless she spents 50+% meter on Emerald Rain.
Guilty Bits Character Intro

Normals

5P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
18 Mid 7 5 6 -1 - 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. Covers a solid area above and in front of Millia with a mostly disjointed hitbox.
  • She can use it to stop jump-outs or to check the opponent's jump. It's safer than 6P on whiff, and its low recovery makes it a low-commitment option for this purpose.
  • Due to its low recovery, 5P is also a key part of her burst baits, with 2P5P after throw or 5PP being solid options.
  • Can be cancelled into itself and 2P on whiff.
  • Can also be gatlinged into from 2S.
  • Will whiff on crouching opponents.

5K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
12 Mid 5 6 14 -10 - 1

  • An upward kick. Covers a decent arc in front of Millia. Can hit opponents directly above her, though it's not an exceptional anti-air.
  • Gatlings into itself, 2K, and 6K, allowing for a high-low mixup on block.
  • Primarily used for pressure, such as with the string 2K5K2K.
  • It also gatlings into 2S, allowing for a more rewarding low option or a way to gatling into heavier normals.
  • Jump-cancellable on block. Gatlings into itself on whiff.

Additional Frame Data Attack is fully extended on 7F.

c.S

f.S

5H

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
22×2 Mid 7 9,3 20 -9 1~12F Upper Body 3

  • 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. If both hits connect, however, the second hit will undo the stagger of the first hit, making converting off a counterhit stagger difficult.
  • Leaves Millia quite vulnerable on whiff, so keep in mind if the opponent still has air options available.
  • Opponents can land behind Millia on occasion when she uses this, which is something to avoid.

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

6K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
25 High 18 4 8 +5 1~19F Lower Body
20~21F Feet
4

  • One of Millia's main overheads that she uses in her mixup game.
  • Invulnerable to lows for much of its animation, making it a strong low crush option.
  • +5 on block, meaning she can continue to pressure the opponent even if they block it.
  • A solid meaty for disc oki, providing a high option.
  • Special cancellable on hit or block, allowing for a combo on hit without any prior setup.

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

6H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
60 Mid 16 3 25 -9 - 5

  • Has slow startup and is horrible to whiff, making it rare to see in neutral.
  • Knocks the opponent down on hit and is special cancellable. Many of Millia's corner combos end with 6H to secure a knockdown into oki.
  • No gatling options, meaning you can't continue pressure on block without going directly into a special.
  • It can be used to 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.

5D

2P

2K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
8 Low 5 2 7 +1 - 1

  • An incredible normal for a variety of reasons, and one of your best tools for neutral and pressure.
  • Tied for Millia's fastest normal at 5f startup.
  • Bigger than most similar low kicks, letting you start pressure from farther away, especially with dash momentum.
  • Hits low and gatlings into itself and 5K, making it a good low option.
  • Millia's primary pressure starter due to its frame advantage. Good for frame trapping and tick throwing.
  • Works well as a meaty in disc oki due to its low commitment and good hitconfirm ability.
  • Lowers Millia's hurtbox significantly, letting you go under normals such as Johnny's f.S.
  • Not jump-cancellable on block or hit, but it is special-cancellable.

Additional Frame Data Initial prorate 75%.

2S

2H

2D

j.P

j.K

j.S

j.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
32 High/Air 12 3 11 - - 3

  • Solid air-to-air with a good amount of untech time.
  • The hitbox is almost entirely disjointed, allowing it to beat many other air normals.
  • However, shorter range than j.D means it isn't Millia's default air-to-air from far ranges.
  • If the opponent is close enough to beat her j.D, j.H is a better choice.
  • An essential part of Millia's air combos, having high untech time and cancelling into airdash on hit for additional extensions.
  • Whiffs on crouching opponents, making it poor for air-to-ground.

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

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
48 High/Air 17 7 9 + landing 6 - - 4

  • 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.
  • Has some landing recovery, making it not great to whiff.
  • Whiffs on crouching opponents like j.H, making it a bad air-to-ground.

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

j.2H


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
20 Mid 7 6 33 -25 1~12F All
13~40F Throw
3

  • Surprisingly fast dead angle. Uses the animation of cS.
  • Useful as an unsafe emergency option out of blockstun. Can be crucial to turning the tide on defense.
  • Knocks down and keeps them right in front of you on counter hit, potentially letting you start Disc oki.
  • Short horizontal range compared to other dead angles. Don't miss.

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


Specials

Lust Shaker

214S -> SxN

Tandem Top

236S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
236S 40 All 11 13 15 -1 - 3
236H 50 All 60 33 Total 32 - - 3

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

j.236P

Turbo Fall

j.236K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
- - - - 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.

Forward Roll

214K

Iron Savior

214P

Silent Force

j.214K/S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
j.214K 20 All 11 1 (1)× n Total 13 - - 2
j.214S 20 All 11 1 (1)× n Total 13 - - 2
j.214H 20 All 16 1 (1)× n Total 28 - - 2

  • 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

214H -> Direction + H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
30×5 All 56 - Total 74 - - 3

  • 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

FB Pretty Maze

236D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
236D 22×3 All 43 41 Total 33 - - 4
j.236D 50 All 13 33 Total 23 - - 5

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

214D -> Direction + H

Longinus

214D during Lust Shaker


Overdrives

Winger

2141236H (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invuln Level
2141236H 40,25×4,80 Midx5,HF 5+1 2×5(10)15 landing 30 -21 1~7F All 5
j.2141236H 80 High/Air 1+6 until landing landing 30 -13 1~7F Strike 5

  • 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

236236S


Instant Kill

Iron Maiden

During IK Mode: 236236H


Colors

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
AC Millia Rage normal h.png
Slash P
Slash K
Slash S
Slash H
Slash D1 Arcade & PC-Rollback Update Only
GGACR Millia Rage reload p.png
GGACR Millia Rage reload k.png
GGACR Millia Rage reload s.png
GGACR Millia Rage reload h.png
AC Millia Rage normal d.png
Reload P
Reload K
Reload S
Reload H
Reload D1 Arcade & PC-Rollback Update Only
GGACR Millia Rage slash d.png
GGACR Millia Rage reload d.png
Gold2
Shadow2
*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.
2Available on home ports, and are selected by pressing the "Rec. Enemy" button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Navigation

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