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.

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 and left/right mixup options
  • Highly Flexible Okizeme and cover options which are especially difficult to defend against.
  • Very high mobility, including a quick backdash.
  • Great air game thanks to having 2 airdashes, Silent Force, Turbo Fall, and Pretty Maze.
  • Paper-thin defense; Has the second lowest health in the game.
  • No reliable reversal options without Tension.
  • Low damage output
  • Limited conversions from maximum poking range.
  • Overall weak normals.
Guilty Bits Character Intro
GGACR Millia Rage Nameplate.png
GGAC Millia Portrait.png
Prejump:3f
Weight:Lightweight (1.05x)
Backdash:11f (1~>5f invuln)
Movement Options:Double Jump, 2 Airdash, Ground Dash (Run)
Guts Rating:3
Defense Modifier:x1.21
Stun Resistance:55
Wakeup Time:53f (Face Up) / 48f (Face Down)
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
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.

Normals[edit]

5P[edit]

5K[edit]

c.S[edit]

f.S[edit]

5H[edit]

6P[edit]

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]

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
CancelWhat this attack can cancel into. 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. 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
H 50 All F 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

Turbo Fall[edit]

j.236K

Forward Roll[edit]

214K

Iron Savior[edit]

214P

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
CancelWhat this attack can cancel into. 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. 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 -
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 (j214S 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
CancelWhat this attack can cancel into. 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. 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 -

[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 / j.236D

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
CancelWhat this attack can cancel into. 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. 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 -
Aerial 50 All F 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

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
CancelWhat this attack can cancel into. 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. 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
Air 80 High/Air R 1+6 until landing landing 30 -13

[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]

236236H


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 making SFV It's never over. Can't count. Link
Blitz enter SoCal Super Arcade (Defunct) - Active Yell at Blitz to update the wiki Link
Jun enter Japan - - Retired to Xrd Link
KimJongPhil enter EastCoast - - Active

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. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.