GGACR/Millia Rage: Difference between revisions

From Dustloop Wiki
(→‎Tandem Top: Troubleshooting of getting the move popups to appear)
 
(64 intermediate revisions by 17 users not shown)
Line 1: Line 1:
{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{GGACR/CharacterLinks}}
{{Overview
<div id="home-content" class="home-grid">
|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.
{{card|width=4
|header=Overview
|content= Millia is a mobile, versatile character with access to strong lockdown and looping setplay. With one of the easiest looping high/low setups in the game, Millia can utilize her mobility to overcome her opponent and secure her victory off of a single successful interaction.  


She is the 2nd fastest character in the game below Chipp, but has 2 airdashes. Her Turbo Fall 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|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.
One of Millia's defining features is her mobility, which is among the best in the game. In addition to her two airdashes, {{MMC|chara=Millia Rage|input=j.236K|label=Turbo Fall}}, {{MMC|chara=Millia Rage|input=j.214K/S|label=Silent Force}}, and aerial {{MMC|chara=Millia Rage|input=j.236D|label=FB Pretty Maze}}, allow her to alter her trajectory and position in the air in ways which can be difficult to follow or predict. Her {{MMC|chara=Millia Rage|input=j.214K/S|label=Silent Force}} (Pin) is a fast traveling projectile that can make anti-airing or approaching her difficult. Millia also boasts strong ways of converting stray air-to-air hits into knockdowns, enhancing her neutral control. Buttons like {{clr|2|5K}} and {{clr|3|f.S}} act as good pokes which can convert into hard knockdown, while {{clr|1|6P}} is a great anti-air to add on to her excellent air buttons.  


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.  
Millia's offense is highly consistent and accessible, making any one hit from her potentially game ending. Millia has excellent corner carry and a variety of ways to force strong hard knockdowns, with {{clr|4|j.2H}} providing perfect spacing for corner okizeme. Once Millia gets a knockdown, she can use {{MMC|chara=Millia Rage|input=236H|label=Tandem Top}} or {{MMC|chara=Millia Rage|input=214H > H|label=Secret Garden}} to keep her opponent blocking on wakeup and run powerful {{keyword|okizeme}}. These special moves can lock the opponent down for a considerable amount of time, often forcing the opponent to block the following mixup. In addition, the combos she can get after successfully opening up an opponent will often lead into another knockdown, allowing Millia to repeat the situation until the round is over.
|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_actor= Yuuko Sumitomo
However, Millia has the second worst defense of the cast, and will take heavier damage from hits compared to most characters. Due to this, smart use of universal defensive options is necessary. Millia will also often need to play more evasively in neutral, abusing her high mobility and strong conversions to score a knockdown safely. Managing your pin and movement effectively, as well as developing flexible ways to confirm stray hits into knockdown, are central to her effectiveness. Players who can overcome Millia's defensive issues and learn to optimize her gameplay will find a character that scales very well with time invested.  
|summary= 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.   
}}
{{GGACR/Infobox
|fastestAttack = [[#5K|5K]] (5F)<br/>[[#2P|2P]] (5F)<br/>[[#2K|2K]] (5F)
|reversal = [[#Winger|2141236H]] (6F)
}}
{{ProsAndCons
|intro= is a mobile offensive character with a variety of strong tools for controlling neutral. Once she secures a knockdown, she can run extremely potent looping okizeme.   
|pros=
|pros=
* '''Amazing High/Low Mixup Game''': Powerful high/low mixup options with cross-ups involved, on top of her extra mobility options.
*'''Amazing Mixups''': Millia excels at pushing high/low and left/right mixups, and combined with a rewarding and potent tick throw game, her ability to keep the opponent guessing on defense is outstanding.
* '''Highly Flexible Okizeme''': With the help of H [[#Tandem Top|Tandem Top]] (Disc) and [[#Secret Garden|Secret Garden]], Millia's okizeme can shut down multiple defensive options and allow for safe, powerful mixups.
*'''Powerful Setplay''': {{MMC|chara=Millia Rage|input=236H|label=H Tandem Top}} (Disc) and {{MMC|chara=Millia Rage|input=214H > H|label=Secret Garden}} give Millia some of the strongest setplay in the game. Her ability to regain knockdown off of pretty much every mixup option she has allows her to continuously loop her setups ad infinitum.
* '''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|Silent Force]] (Pin) and [[#Turbo Fall|Turbo Fall]].
*'''High Mobility''': Millia has access to a variety of great mobility tools, including two airdashes, a fast run with a {{keyword|low profile}}, and momentum-changing special moves.
* '''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.
*'''Air Control''': Has many strong jumping attacks that control the airspace very well, on top of her exeptional anti-airs and air mobility.
* '''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.
*'''Great Normals''': Millia has a variety of fast, low-commitment normals useful for whiff punishing and controlling space.
* '''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.
*'''Corner Carry''': Many of Millia's common combo routes naturally bring the opponent closer to the corner, giving Millia access to strong positioning and better okizeme.
*'''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.
|cons=
|cons=
* '''Paper-Thin Defense''': Has the second lowest health in the game and no meterless reversal, with her only metered reversal being underwhelming.
*'''Fragile''': Millia has the second lowest effective health in the game, as well as the highest guard bar multiplier in the game. Additionally, while her use of defensive system mechanics is potent, her ability to directly contest approaches and poke out of pressure are below average.
* '''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.  
}}
{{FP Box|header=Guilty Bits Character Intro
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|qJ6lalWfYRk|450}}{{Closediv}}{{Closediv}}
}}
}}
</div>
===Starter Guide===
{{StarterBlurb}}
{{FrameChartKey}}
{{FrameChartKey}}


==Normal Moves==
==Normal Moves==
===<big>{{clr|1|5P}}</big>===
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=5P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_5P.png|Hair stab
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_5P-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|startup  = 7
Line 58: Line 44:
|recovery = 6
|recovery = 6
}}
}}
==== ====
{{clr|1|5P}} is one of Millia's 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 {{clr|1|6P}} on whiff, and its low recovery makes it a low-commitment option for this purpose.
{{clr|1|5P}} is one of Millia's 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 {{clr|1|6P}} on whiff, and its low recovery makes it a low-commitment option for this purpose.
*Due to its low recovery, {{clr|1|5P}} is also a key part of her burst baits, with {{clr|1|2P}}{{clr|1|5P}} after throw or {{clr|1|5PP}} being solid options.
*Due to its low recovery, {{clr|1|5P}} is also a key part of her burst baits, with {{clr|1|2P}}{{clr|1|5P}} after throw or {{clr|1|5PP}} being solid options.
*Will whiff on crouching opponents.
*Will whiff on crouching opponents.


[[GGACR/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>


===<big>{{clr|2|5K}}</big>===
===<big>{{clr|2|5K}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=5K
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_5K.png|Dem legs
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_5K-1-Hitbox.png|Frames 5-6
GGXXACPR_Millia_5K-2-Hitbox.png|Frames 7-8
GGXXACPR_Millia_5K-3-Hitbox.png|Frames 9-10
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|startup  = 5
Line 99: Line 60:
|recovery = 14
|recovery = 14
}}
}}
==== ====
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 (even on whiff), {{clr|2|2K}}, and {{clr|2|6K}}, allowing for a high-low mixup on block.  It also gatlings into {{clr|3|2S}}, allowing for a more rewarding low option or a way to gatling into heavier normals. Primarily used for pressure, such as with the string {{clr|2|2K5K2K}}.
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, {{clr|2|2K}}, and {{clr|2|6K}}, allowing for a high-low mixup on block.  It also gatlings into {{clr|3|2S}}, allowing for a more rewarding low option or a way to gatling into heavier normals. Primarily used for pressure, such as with the string {{clr|2|2K5K2K}}.
*Gatlings into itself on whiff.


[[GGACR/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}} {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}  
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}} {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}  
 
}}
'''Additional Frame Data:''' ''Attack is fully extended on 7F.''
</div>
</div>


===<big>{{clr|3|c.S}}</big>===
===<big>{{clr|3|c.S}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=c.S
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_cS.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_cS-1-Hitbox.png|1st Hit (Frames 7-9)
GGXXACPR_Millia_cS-2-Hitbox.png|2nd Hit (Frames 10-12)
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="c.S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|startup  = 7
Line 140: Line 74:
|recovery = 17
|recovery = 17
}}
}}
==== ====
Situational anti-air that can be used when under the opponent due to its straight vertical hitbox. Useful for stopping the opponent from jumping out of the corner. Can also be used to catch techs in the corner. Also solid punish starter due to its fairly quick startup, lack of initial proration, and gatling into {{clr|4|2H}} for a full air combo.
Situational anti-air that can be used when under the opponent due to its straight vertical hitbox. Useful for stopping the opponent from jumping out of the corner. Can also be used to catch techs in the corner. Also solid punish starter due to its fairly quick startup, lack of initial proration, and gatling into {{clr|4|2H}} for a full air combo.


[[GGACR/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}
</div>
}}
</div>


===<big>{{clr|3|f.S}}</big>===
===<big>{{clr|3|f.S}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=f.S
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_fS.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_fS-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="f.S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|startup  = 7
Line 177: Line 88:
|recovery = 16
|recovery = 16
}}
}}
==== ====
One of Millia's essential grounded pokes. Gatlings into {{clr|4|5H}}, which then gatlings into {{clr|5|2D}}. If you're in range, this is your main way of securing a grounded knockdown off a poke. Can also combo into [[#Longinus|Longinus]] for a combo from slightly farther ranges, giving you a knockdown for 25 meter and a combo in the corner. Can't confirm into a knockdown at maximum range or off a launch, but can combo into [[#Emerald Rain|Emerald Rain]].
One of Millia's essential grounded pokes. Gatlings into {{clr|4|5H}}, which then gatlings into {{clr|5|2D}}. If you're in range, this is your main way of securing a grounded knockdown off a poke. Can also combo into [[#Longinus|Longinus]] for a combo from slightly farther ranges, giving you a knockdown for 25 meter and a combo in the corner. Can't confirm into a knockdown at maximum range or off a launch, but can combo into [[#Emerald Rain|Emerald Rain]].


[[GGACR/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}
</div>
}}
</div>


===<big>{{clr|4|5H}}</big>===
===<big>{{clr|4|5H}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=5H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_5H.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_5H-1-Hitbox.png|1st Hit (Frames 6-9)
GGXXACPR_Millia_5H-2-Hitbox.png|2nd Hit (Frames 12-13)
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|startup  = 6
Line 217: Line 104:
|recovery = 21
|recovery = 21
}}
}}
==== ====
Another solid grounded poke. Used less commonly than {{clr|3|f.S}}, but still good to remember. Slower than {{clr|3|f.S}} if not very close, but reaches farther forwards. Has more recovery than {{clr|3|f.S}}, however, making it riskier to use in neutral.  
Another solid grounded poke. Used less commonly than {{clr|3|f.S}}, but still good to remember. Slower than {{clr|3|f.S}} if not very close, but reaches farther forwards. Has more recovery than {{clr|3|f.S}}, however, making it riskier to use in neutral.  


Also an essential piece of combo filler, with its two-hit nature making it an easy hitconfirm into {{clr|5|2D}} for a knockdown.
Also an essential piece of combo filler, with its two-hit nature making it an easy hitconfirm into {{clr|5|2D}} for a knockdown.


[[GGACR/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>


===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=5D
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_5D.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_5D-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 27
|startup  = 27
Line 256: Line 120:
|recovery = 23
|recovery = 23
}}
}}
==== ====
Universal overhead. Slow, awful on block, and doesn't lead to much on hit. Rarely used as an overhead option, since Millia has much better options for mixups.
Universal overhead. Slow, awful on block, and doesn't lead to much on hit. Rarely used as an overhead option, since Millia has much better options for mixups.
 
}}
'''Additional Frame Data:''' ''Millia is in CH state during entire move.''
</div>
</div>


===<big>{{clr|1|6P}}</big>===
===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=6P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_6P.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_6P-1-Hitbox.png|1st Hit (Frames 7-9)
GGXXACPR_Millia_6P-2-Hitbox.png|1st Hit (Frames 10-12)
GGXXACPR_Millia_6P-3-Hitbox.png|1st Hit (Frames 13-15)
GGXXACPR_Millia_6P-4-Hitbox.png|2nd Hit (Frames 16-18)
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|startup  = 7
Line 296: Line 132:
|recovery = 20
|recovery = 20
}}
}}
==== ====
One of Millia's main anti-airs, with upper body invulnerability with a good sized hitbox. 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.
One of Millia's main anti-airs, with upper body invulnerability with a good sized hitbox. 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.
*Staggers on grounded counter-hit. If both hits connect, however, the second hit will undo the stagger of the first hit, making converting off a counterhit stagger difficult.
[[GGACR/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}


'''Additional Frame Data:''' '' Staggers opponent on ground CH (max 39F). Initial proration 90%.''
Staggers on grounded counter-hit. If both hits connect, however, the second hit will undo the stagger of the first hit, making converting off a counterhit stagger difficult.


</div>
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}
</div>
}}


===<big>{{clr|2|6K}}</big>===
===<big>{{clr|2|6K}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=6K
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_6K.png|She do a flip!
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_6K-1-Hitbox.png|Frames 18-19
GGXXACPR_Millia_6K-2-Hitbox.png|Frames 20-21
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|startup  = 18
Line 337: Line 148:
|recovery = 8
|recovery = 8
}}
}}
==== ====
One of Millia's main overheads that she uses in her mixup game. It's special cancellable on hit or block, allowing for a combo on hit without any prior setup. Also serves as a solid meaty for disc oki, providing a safer high option than Bad Moon.
One of Millia's main overheads that she uses in her mixup game. It's special cancellable on hit or block, allowing for a combo on hit without any prior setup. Also serves as a solid meaty for disc oki, providing a safer high option than Bad Moon.
*Invulnerable to lows for much of its animation, making it a strong low crush option.
*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.
*+5 on block, meaning she can continue to pressure the opponent even if they block it.
'''Additional Frame Data:''' ''Initial proration 80%. Hits crouching opponents on 20F (tested on Sol).''
}}
</div>
</div>


===<big>{{clr|4|6H}}</big>===
===<big>{{clr|4|6H}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=6H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_6H.png|Hair-whip them to submission
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_6H-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 16
|startup  = 16
Line 375: Line 162:
|recovery = 25
|recovery = 25
}}
}}
==== ====
Has slow startup and is horrible to whiff, making it rare to see in neutral. However, it knocks the opponent down on hit and is special cancellable, making it a useful combo ender. Many of Millia's corner combos end with {{clr|4|6H}} to secure a knockdown into oki. No gatling options, meaning you can't continue pressure on block without going directly into a special. Can also be used to stop jump outs in the corner.
Has slow startup and is horrible to whiff, making it rare to see in neutral. However, it knocks the opponent down on hit and is special cancellable, making it a useful combo ender. Many of Millia's corner combos end with {{clr|4|6H}} to secure a knockdown into oki. No gatling options, meaning you can't continue pressure on block without going directly into a special. Can also be used to stop jump outs in the corner.
 
}}
'''Additional Frame Data:''' ''Slams down and knocks down opponent on hit.''
</div>
</div>


===<big>{{clr|1|2P}}</big>===
===<big>{{clr|1|2P}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_2P.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_2P-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|startup  = 5
Line 412: Line 174:
|recovery = 6
|recovery = 6
}}
}}
==== ====
Shorter range than {{clr|2|2K}}, but the same startup. Tied for Millia's fastest normal. Hits mid and is primarily used after throw for burst baiting.
Shorter range than {{clr|2|2K}}, but the same startup. Tied for Millia's fastest normal. Hits mid and is primarily used after throw for burst baiting.


[[GGACR/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
}}
'''Additional Frame Data:''' ''Initial prorate 85%.''
</div>
</div>


===<big>{{clr|2|2K}}</big>===
===<big>{{clr|2|2K}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2K
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_2K.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_2K-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|startup  = 5
Line 451: Line 188:
|recovery = 7
|recovery = 7
}}
}}
==== ====
An incredible normal for a variety of reasons, and one of your best tools for neutral and pressure. Millia's primary pressure starter due to its frame advantage, which makes it good for frametraps and tick throws. Bigger than most similar low kicks, letting you start pressure from farther away, especially with dash momentum. Also gatlings into itself and and {{clr|2|5K}}, making it a good low option. Works well as a meaty in disc oki due to its low commitment and good hitconfirm ability.  
An incredible normal for a variety of reasons, and one of your best tools for neutral and pressure. Millia's primary pressure starter due to its frame advantage, which makes it good for frametraps and tick throws. Bigger than most similar low kicks, letting you start pressure from farther away, especially with dash momentum. Also gatlings into itself and and {{clr|2|5K}}, making it a good low option. 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.
*Lowers Millia's hurtbox significantly, letting you go under normals such as Johnny's f.S.


[[GGACR/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
 
}}
'''Additional Frame Data:''' ''Initial prorate 75%.''
</div>
</div>


===<big>{{clr|3|2S}}</big>===
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2S
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_2S.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_2S-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|startup  = 9
Line 491: Line 203:
|recovery = 15
|recovery = 15
}}
}}
==== ====
Hits low and has better proration than {{clr|2|2K}}, but starts up slower. Can be used as part of high/low mixup pressure. Also another solid meaty option, since it hits low and gatlings into {{clr|4|2H}}. Fairly long range and low profile makes it useful as a poke, especially since it generally confirms into knockdown.
Hits low and has better proration than {{clr|2|2K}}, but starts up slower. Can be used as part of high/low mixup pressure. Also another solid meaty option, since it hits low and gatlings into {{clr|4|2H}}. Fairly long range and low profile makes it useful as a poke, especially since it generally confirms into knockdown.
*Can gatling into {{clr|1|5P}} to go backwards in the gatling table, allowing for unique pressure resets.
*Can gatling into {{clr|1|5P}} to go backwards in the gatling table, allowing for unique pressure resets.
[[GGACR/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}


'''Additional Frame Data:''' ''Initial prorate 90%.''
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}
</div>
}}
</div>


===<big>{{clr|4|2H}}</big>===
===<big>{{clr|4|2H}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_2H.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_2H-1-Hitbox.png|Frames 11-12
GGXXACPR_Millia_2H-2-Hitbox.png|Frames 13-15
GGXXACPR_Millia_2H-3-Hitbox.png|Frames 16-17
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|startup  = 11
Line 532: Line 218:
|recovery = 12
|recovery = 12
}}
}}
==== ====
Millia's primary launcher for combos. You want to gatling into this when you're in range. 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.
Millia's primary launcher for combos. You want to gatling into this when you're in range. 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.


[[GGACR/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
 
}}
'''Additional Frame Data:''' ''Initial prorate 90%. Floats opponent on hit (untechable for 20F, on CH for 48F).''
</div>
</div>


===<big>{{clr|5|2D}}</big>===
===<big>{{clr|5|2D}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2D
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_2D.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_2D-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|startup  = 13
Line 571: Line 232:
|recovery = 12
|recovery = 12
}}
}}
==== ====
Another of Millia's main ground moves alongside {{clr|2|2K}} that can be used to fish for knockdowns and for whiff punishing. Can be cancelled into roll to start disc oki on hit or into FB Secret Garden to start Garden oki from anywhere.
Another of Millia's main ground moves alongside {{clr|2|2K}} that can be used to fish for knockdowns and for whiff punishing. Can be cancelled into roll to start disc oki on hit or into FB Secret Garden to start Garden oki from anywhere.
</div>
}}
</div>


===<big>{{clr|1|j.P}}</big>===
===<big>{{clr|1|j.P}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_jP.png|Aerial hair stab
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_jP-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|startup  = 5
Line 606: Line 244:
|recovery = 8
|recovery = 8
}}
}}
==== ====
Spammable short-ranged aerial jab. Useful in air-to-air and air-to-ground situations due to its speed and respectable hitbox. Can go into {{clr|2|j.K}} for pressure on block.
Spammable short-ranged aerial jab. Useful in air-to-air and air-to-ground situations due to its speed and respectable hitbox. Can go into {{clr|2|j.K}} for pressure on block.
*Whiff cancels into itself and {{clr|2|j.K}}, further decreasing the move's risk.
*Whiff cancels into itself and {{clr|2|j.K}}, further decreasing the move's risk.
*Actually slower to start up than {{clr|2|j.K}}, which is something to note.
*Actually slower to start up than {{clr|2|j.K}}, which is something to note.
[[GGACR/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|4|j.2H}}, {{clr|5|j.D}}
*Important for disarming {{Character Label|GGACR|Testament}}'s {{MMC|chara=Testament|input=214H|label=Zeinest}} without spending pin.
</div>
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|4|j.2H}}, {{clr|5|j.D}}
</div>
}}


===<big>{{clr|2|j.K}}</big>===
===<big>{{clr|2|j.K}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.K
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_jK.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_jK-1-Hitbox.png|Frames 4-6
GGXXACPR_Millia_jK-2-Hitbox.png|Frames 7-9
GGXXACPR_Millia_jK-3-Hitbox.png|Frames 10-12
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|startup  = 4
Line 646: Line 260:
|recovery = 9
|recovery = 9
}}
}}
==== ====
Extremely fast air normal useful for catching opponents directly above you. Can be special cancelled into K/S pin on block for pressure or used in mixups as a fast high option. It's also an important tool for Millia's air combos, as it confirms into {{clr|3|j.S}} and {{clr|4|j.H}}.  
Extremely fast air normal useful for catching opponents directly above you. Can be special cancelled into K/S pin on block for pressure or used in mixups as a fast high option. It's also an important tool for Millia's air combos, as it confirms into {{clr|3|j.S}} and {{clr|4|j.H}}.  
*Can hit opponents directly in front of Millia, letting it serve as an air-to-ground option, especially when used as a gatling out of other air normals.
*Can hit opponents directly in front of Millia, letting it serve as an air-to-ground option, especially when used as a gatling out of other air normals.


[[GGACR/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
</div>
}}
</div>


===<big>{{clr|3|j.S}}</big>===
===<big>{{clr|3|j.S}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.S
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_jS.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_jS-1-Hitbox.png|Frames 9-11
GGXXACPR_Millia_jS-2-Hitbox.png|Frames 12-14
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|startup  = 9
Line 685: Line 275:
|recovery = 12
|recovery = 12
}}
}}
==== ====
Your main air-to-ground move, ideal for hitting opponents below you. Airdash cancellable on block, allowing for strong high-low mixups; you can either airdash again and use more high jump-ins, or you can land and use a low or throw. Also important combo filler, having enough untech time to combo into {{clr|4|j.H}}.
Your main air-to-ground move, ideal for hitting opponents below you. Airdash cancellable on block, allowing for strong high-low mixups; you can either airdash again and use more high jump-ins, or you can land and use a low or throw. Also important combo filler, having enough untech time to combo into {{clr|2|j.H}}.


[[GGACR/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|4|j.2H}}
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|4|j.2H}}
</div>
}}
</div>


===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_jH.png|"Spread out your wings, you are an angel"
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_jH-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|startup  = 12
Line 722: Line 289:
|recovery = 11
|recovery = 11
}}
}}
==== ====
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 {{clr|5|j.D}} means it isn't Millia's default air-to-air from far ranges. If the opponent is close enough to beat her {{clr|5|j.D}}, {{clr|4|j.H}} is a better choice.
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 {{clr|5|j.D}} means it isn't Millia's default air-to-air from far ranges. If the opponent is close enough to beat her {{clr|5|j.D}}, {{clr|4|j.H}} is a better choice.


Also an essential part of Millia's air combos, having high untech time and cancelling into airdash on hit for additional extensions. Try to confirm into this to get an air conversion going if you can.
Also an essential part of Millia's air combos, having high untech time and cancelling into airdash on hit for additional extensions. Try to confirm into this to get an air conversion going if you can.
*Whiffs on crouching opponents, making it poor for air-to-ground.
*Whiffs on crouching opponents, making it poor for air-to-ground.
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 20F).''
}}
</div>
</div>


===<big>{{clr|4|j.2H}}</big>===
===<big>{{clr|4|j.2H}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.2H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_j2H.png|Millia-copter
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.2H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup        = 8
|startup        = 8
Line 764: Line 308:
|recovery        = 17
|recovery        = 17
}}
}}
==== ====
Millia's primary combo ender at lower heights, as it 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. Not much use outside of combo filler, since Millia's other air normals generally control the air better.
Millia's primary combo ender at lower heights, as it 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. Not much use outside of combo filler, since Millia's other air normals generally control the air better.
 
}}
'''Additional Frame Data''' ''Slams down opponent on air hit (untechable for 16F).''
</div>
</div>


===<big>{{clr|5|j.D}}</big>===
===<big>{{clr|5|j.D}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.D
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_jD.png|I Said '''Kneel'''
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Millia_jD-1-Hitbox.png|Frames 17-18
GGXXACPR_Millia_jD-2-Hitbox.png|Frames 19-23
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 17
|startup  = 17
Line 803: Line 321:
|specialRecovery = 6
|specialRecovery = 6
}}
}}
==== ====
Millia's default long range air-to-air. It's airdash cancellable, meaning it can be used in specific combos or to close the gap after you hit someone with it. Grants a far-reaching untechable knockdown on counter-hit, allowing Secret Garden setups from fullscreen or disc oki when close.  
Millia's default long range air-to-air. It's airdash cancellable, meaning it can be used in specific combos or to close the gap after you hit someone with it. Grants a far-reaching untechable knockdown on counter-hit, allowing Secret Garden setups from fullscreen or disc oki when close.  


Horrible air-to-ground move, as many characters can run or crouch under this move and punish its recovery. Has some landing recovery, making it not great to whiff, which further increases the risk of using it against grounded opponents.
Horrible air-to-ground move, as many characters can run or crouch under this move and punish its recovery. Has some landing recovery, making it not great to whiff, which further increases the risk of using it against grounded opponents.
 
}}
'''Additional Frame Data''' ''Floats and blows back opponent on hit (untechable for 38F, on CH for 84F).''
 
</div>
</div>
 
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=Ground Throw
<tabber>
|description=
Images =  
Very important to your mixup game. The throw range is short, but her quick dash speed makes it hard to see coming. Can be used after Roll ({{clr|2|214K}}) for a tricky mixup. Dash and combo into {{clr|1|2P5P}}, {{clr|2|5K}} {{clr|4|2H}}, or {{clr|3|f.S}} {{clr|4|2H}} when landed.
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_throw.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
Very important to your mixup game. The throw range is short, but her quick dash speed makes it hard to see coming. Can be used after Roll ({{clr|2|214K}}) for a tricky mixup. Dash and combo into {{clr|1|2P5P}}, {{clr|2|5K}} {{clr|4|2H}}, or {{clr|3|f.S}} {{clr|4|2H}} when landed.
</div>
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=Air Throw
<tabber>
|description=
Images =
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.
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_airThrow.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
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.
</div>
</div>


===<big>Dead Angle Attack</big>===
===<big>Dead Angle Attack</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=DAA
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_cS.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="DAA"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|startup  = 7
Line 903: Line 350:
|recovery = 33
|recovery = 33
}}
}}
==== ====
Surprisingly fast dead angle. Uses the animation of {{clr|3|c.S}}. Useful as an unsafe emergency option out of blockstun. Can be crucial to turning the tide on defense. Knocks the opponent down and keeps them right in front of you on counter hit, which can sometimes allow for disc oki. Short horizontal range compared to other dead angles. Don't miss.
Surprisingly fast dead angle. Uses the animation of {{clr|3|c.S}}. Useful as an unsafe emergency option out of blockstun. Can be crucial to turning the tide on defense. Knocks the opponent down and keeps them right in front of you on counter hit, which can sometimes allow for disc oki. Short horizontal range compared to other dead angles. Don't miss.
 
}}
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 40F). Initial prorate 40%.''
</div>
</div>
<br style="clear:both;"/>


==Special Moves==
==Special Moves==
===<big>Lust Shaker</big>===
===<big>Lust Shaker</big>===
<span class="input-badge">'''{{clr|3|214S}} -> {{clr|3|S}}xN'''</span>
{{InputBadge|{{clr|3|214S}} > {{clr|3|S}}xN}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=214S
<tabber>
|description=
Images =
Good for frame trap pressure on the ground since it is +5. Using {{clr|3|f.S}} after this on block leaves a 2-frame gap, enough to punish almost all abare. On hit or block, Millia can cancel into Roll ({{clr|2|214K}}) to go for a tick throw or reset pressure if the opponent's scared of the frametrap. You can also cancel into Haircar ({{clr|1|214P}}) to go low, but this isn't that useful.
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_214S.png|
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="214S "
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
Good for frame trap pressure on the ground since it is +5. Using {{clr|3|f.S}} after this on block leaves a 2-frame gap, enough to punish almost all abare. On hit or block, Millia can cancel into Roll ({{clr|2|214K}}) to go for a tick throw or reset pressure if the opponent's scared of the frametrap. You can also cancel into Haircar ({{clr|1|214P}}) to go low, but this isn't that useful.
'''Additional Frame Data:''' ''Hitstop 6F. Listed Frame Adv is for no repeated hits. Can cancel to Longinus, Iron Saviour, or Roll from 8F onwards.''
</div>
</div>


===<big>Tandem Top</big>===
===<big>Tandem Top</big>===
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span>
{{InputBadge|{{clr|3|236S}}\{{clr|4|236H}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=236S,236H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGACR_Millia_236S.png|Use an instant disc...
GGACR_Millia_236H.png|... or set a delayed one for okizeme
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="236S" or input="236H")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|startup  = 11
Line 976: Line 372:
|recovery = 15
|recovery = 15
}}
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 60
|recovery = 32
|isProjectile = yes
}}
==== ====
{{clr|3|236S}} is a pretty fast, pretty versatile special move. Can be used as a way to cancel Turbo Fall's landing recovery to catch people off guard, or as a meaty after landing raw haircar, since the knockdown from haircar doesn't give you time for other meterless setups.
{{clr|3|236S}} is a pretty fast, pretty versatile special move. Can be used as a way to cancel Turbo Fall's landing recovery to catch people off guard, or as a meaty after landing raw haircar, since the knockdown from haircar doesn't give you time for other meterless setups.


Line 996: Line 386:
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. Some knockdowns, such as {{clr|5|2D}} > Roll > Disc, don't give enough time for the Disc to be a meaty. This can be used in conjunction with a meaty normal for a high-low mixup that's very plus on block, but be warned that this loses to reversals. Other knockdowns, however, such as low to the ground {{clr|4|j.2H}} in the corner, allow the disc to hit meaty, leading to pressure that is harder to contest.
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. Some knockdowns, such as {{clr|5|2D}} > Roll > Disc, don't give enough time for the Disc to be a meaty. This can be used in conjunction with a meaty normal for a high-low mixup that's very plus on block, but be warned that this loses to reversals. Other knockdowns, however, such as low to the ground {{clr|4|j.2H}} in the corner, allow the disc to hit meaty, leading to pressure that is harder to contest.


Some characters have ways around Disc oki: {{Character Label|GGACR|Faust}} can crawl under Disc, {{Character Label|GGACR|Zappa}} can duck under it, {{Character Label|GGACR|Sol}} can slide under it with {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}, {{Character Label|GGACR|Order-Sol}} can slide under it with {{MMC|chara=Order-Sol|input=214S Lv1|label=Gun Blaze}}, {{Character Label|GGACR|A.B.A}} can slide under it with {{MMC|chara=A.B.A|input=236P|label=Dragging}}, {{Character Label|GGACR|Robo-Ky}} and {{Character Label|GGACR|Bridget}} can both delay their wakeups to avoid it, and {{Character Label|GGACR|Slayer}} can pass through it with his teleport dashes. Keep this in mind when performing oki on these characters.
Some characters have ways around Disc oki:
*{{Character Label|GGACR|Faust}} can crawl under Disc
*{{Character Label|GGACR|Zappa}} can duck under it
*{{Character Label|GGACR|Sol}} can slide under it with {{MMC|chara=Sol Badguy|input=214S|label=Grand Viper}}
*{{Character Label|GGACR|Order-Sol}} can slide under it with {{MMC|chara=Order-Sol|input=214S Lv1|label=Gun Blaze}}
*{{Character Label|GGACR|A.B.A}} (in Normal Mode) can slide under it with {{MMC|chara=A.B.A|input=236P|label=Dragging}}
*{{Character Label|GGACR|Robo-Ky}} and {{Character Label|GGACR|Bridget}} can both delay their wakeups to avoid it
*{{Character Label|GGACR|Slayer}} can pass through it with his teleport dashes
Keep this in mind when performing oki on these characters.


Also deceptively useful in neutral. Placing down a disc allows Millia to hide behind a constant active hitbox and potentially get a followup if the opponent runs into it. The FRC point adds to this, as it allows you to set a disc without fear of being punished on reactions by moves such as Sol's Grand Viper.
Also deceptively useful in neutral. Placing down a disc allows Millia to hide behind a constant active hitbox and potentially get a followup if the opponent runs into it. The FRC point adds to this, as it allows you to set a disc without fear of being punished on reactions by moves such as Sol's Grand Viper.
</div>
}}
</div>


===<big>Bad Moon</big>===
===<big>Bad Moon</big>===
<span class="input-badge">'''{{clr|1|j.236P}}'''</span>
{{InputBadge|{{clr|1|j.236P}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.236P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_j236P.png|An overhead option, a combo ender, and a divekick if you're brave enough
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.236P "
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
A combo ender in the corner for extra damage. Yields a knockdown at a low enough heights. When performed with a Tiger Knee(TK) motion (doing it as close to the ground as possible by inputting {{clr|1|2369P}}), it becomes an unreactable 16 frame overhead and Millia's primary high mixup during Disc oki. Very punishable on block, so it generally should not be used in neutral or without the cover of H Tandem Top outside of combos.
A combo ender in the corner for extra damage. Yields a knockdown at a low enough heights. When performed with a Tiger Knee(TK) motion (doing it as close to the ground as possible by inputting {{clr|1|2369P}}), it becomes an unreactable 16 frame overhead and Millia's primary high mixup during Disc oki. Very punishable on block, so it generally should not be used in neutral or without the cover of H Tandem Top outside of combos.
*Has a minimum height limit. This is important to note, as it changes how to input the TK motion. Specifically, you need to wait a bit before hitting {{clr|1|P}} for Bad Moon to come out.
*Has a minimum height limit. This is important to note, as it changes how to input the TK motion. Specifically, you need to wait a bit before hitting {{clr|1|P}} for Bad Moon to come out.
*Has an FRC point a set amount of time after Millia bounces off her opponent, right as she uncurls from being a moon. This makes Bad Moon much safer on block or whiff, but Millia has other uses for 25 Tension.
*Has an FRC point a set amount of time after Millia bounces off her opponent, right as she uncurls from being a moon. This makes Bad Moon much safer on block or whiff, but Millia has other uses for 25 Tension.
</div>
}}
</div>


===<big>Turbo Fall</big>===
===<big>Turbo Fall</big>===
<span class="input-badge">'''{{clr|2|j.236K}}'''</span>
{{InputBadge|{{clr|2|j.236K}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.236K
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_j236K.png|Yet another air movement option
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.236K "
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
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, giving her an extra way to cover a large distance in an unexpected way in neutral. Can also be used for mixups, as you can pass through opponents while descending for a crossup.
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, giving her an extra way to cover a large distance in an unexpected way in neutral. Can also be used for mixups, as you can pass through opponents while descending for a crossup.
*Landing recovery is cancellable into ground specials, which can allow for a quick way to catch opponents off guard.
*Landing recovery is cancellable into ground specials, which can allow for a quick way to catch opponents off guard.
*FRC point from 14~15F, just as Millia starts moving; if you're quick enough, you can use an air normal as you descend.
*FRC point from 14~15F, just as Millia starts moving; if you're quick enough, you can use an air normal as you descend.
*Has some startup before Millia starts moving. If hit out of this startup, she won't go anywhere.
*Has some startup before Millia starts moving. If hit out of this startup, she won't go anywhere.
 
}}
'''Additional Frame Data:''' ''Can pass through opponent during fall. Fastest possible Turbo Fall performed from standing has total duration 29F. Has minimum height requirement.''
</div>
</div>


===<big>Forward Roll</big>===
===<big>Forward Roll</big>===
<span class="input-badge">'''{{clr|2|214K}}'''</span>
{{InputBadge|{{clr|2|214K}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=214K
<tabber>
|description=
Images =  
A command roll that shrinks Millia's hurtbox and lets her low profile underneath some attacks. Useful in pressure and for tick throw setups. If your opponent respects you too much, use this to close the distance. Can also be used in neutral to avoid the opponent's pokes.
<gallery widths="210px" heights="210px" mode="nolines">
*Goes under a lot of things it doesn't look like it should, such as {{Character Label|GGACR|Chipp}}'s {{MMC|chara=Chipp Zanuff|input=2S|label={{clr|3|2S}}}} and {{MMC|chara=Chipp Zanuff|input=2D|label={{clr|5|2D}}}}, {{Character Label|GGACR|Johnny}}'s {{MMC|chara=Johnny|input=2H|label={{clr|4|2H}}}}, and {{Character Label|GGACR|Justice}}'s {{MMC|chara=Justice|input=2D|label={{clr|5|2D}}}}.
GGAC_Millia_214K.png|Goes under way more moves than you think
*Can be throw punished on reaction if used too predictably.
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="214K "
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
A command roll that shrinks Millia's hurtbox and lets her low profile underneath some attacks. Useful in pressure and for tick throw setups. If your opponent respects you too much, use this to close the distance. Can also be used in neutral to avoid the opponent's pokes. It even goes under things it doesn't look like it should, such as Chipp's 2S and Justice's 2D.
*Can be throw punished on reaction if used too predictably.
'''Additional Frame Data:''' ''Can pass through opponent. Millia is in CH state 1~15F. Can pick up Hairpin during move.''
</div>
</div>


===<big>Iron Savior</big>===
===<big>Iron Savior</big>===
<span class="input-badge">'''{{clr|1|214P}}'''</span>
{{InputBadge|{{clr|1|214P}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=214P
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_214P.png|Deceptively hard to distinguish from TK Bad Moon
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="214P "
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
Commonly referred to as Haircar. Hits low and travels forever until Millia hits her opponent or the wall. The startup looks identical to that of TK Bad Moon, making it a deceptive low mixup. This makes it Millia's preffered low option during Disc oki. The FRC point adds another layer to this; with tight timing, you can immediately input {{clr|2|j.K}} before you land, allowing you to turn your low into an overhead.
Commonly referred to as Haircar. Hits low and travels forever until Millia hits her opponent or the wall. The startup looks identical to that of TK Bad Moon, making it a deceptive low mixup. This makes it Millia's preffered low option during Disc oki. The FRC point adds another layer to this; with tight timing, you can immediately input {{clr|2|j.K}} before you land, allowing you to turn your low into an overhead.
*Should not be used from fullscreen, as it is punishable.
*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.''
</div>
</div>


===<big>Silent Force</big>===
===<big>Silent Force</big>===
<span class="input-badge">'''{{clr|2|j.214K}}/{{clr|3|S}}/{{clr|4|H}}'''</span>
{{InputBadge|{{clr|2|j.214K}}\{{clr|3|j.214S}}\{{clr|4|j.214H}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.214K/S,j.214H
<tabber>
|description=
Images =
An incredible move that enhances every aspect of Millia's gameplay. Useful for zoning, air-to-airs, approaching, pressure, combos, and more. Once thrown, you have to pick it back up again by crouching or rolling over it. The pin cannot be picked up for 122F (roughly 2 seconds) after throwing; you'll know it's ready to be picked up again when it begins glowing.
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_j214S.png|Your new best friend
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="j.214K" or input="j.214S" or input="j.214H")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|recovery = 13
|isProjectile = yes
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|recovery = 13
|isProjectile = yes
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 16
|recovery = 28
|isProjectile = yes
}}
==== ====
An incredible move that enhances every aspect of Millia's gameplay. Useful for zoning, air-to-airs, approaching, pressure, combos, and more. Once thrown, you have to pick it back up again by crouching or rolling over it. The pin cannot be picked up for 122f(roughly 2 seconds) after throwing; you'll know it's ready to be picked up again when it begins glowing.
*Virtually no recovery once thrown, allowing you to quickly airdash after throwing it for an approach.
*Virtually no recovery once thrown, allowing you to quickly airdash after throwing it for an approach.
*Staggers on ground counter hit and has high untech time on air hit; both situations can lead to a combo.
*Staggers on ground counter hit and has high untech time on air hit; both situations can lead to a combo.
----
----
*{{clr|2|K}} Pin removes all of Millia's upward momentum, and its trajectory is steeper than both {{clr|3|S}} Pin and {{clr|4|H}} Pin.  
{{clr|2|K}} Pin removes all of Millia's upward momentum, and its trajectory is steeper than both {{clr|3|S}} Pin and {{clr|4|H}} Pin.  
Has a slightly different use in neutral compared to {{clr|3|S}} Pin, being reserved mostly for covering close approaches by the opponent, especially when punishing lows. Also useful as an "anti-anti-air." With proper spacing, K Pin can beat out some grounded anti airs and allow Millia to start a combo off the counter-hit stagger. Due to its ability to completely hault Millia's upward momentum it can be used to extend ground pressure into her airdash strings seamlessly. A good example is {{clr|3|c.S}} > TK K Pin ({{clr|2|2147K}}) > airdash forward > {{clr|3|j.S}}.
Has a slightly different use in neutral compared to {{clr|3|S}} Pin, being reserved mostly for covering close approaches by the opponent, especially when punishing lows. Also useful as an "anti-anti-air." With proper spacing, K Pin can beat out some grounded anti airs and allow Millia to start a combo off the counter-hit stagger. Due to its ability to completely hault Millia's upward momentum it can be used to extend ground pressure into her airdash strings seamlessly. A good example is {{clr|3|c.S}} > TK K Pin ({{clr|2|2147K}}) > airdash forward > {{clr|3|j.S}}.


Also used after rising {{clr|2|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 {{clr|2|K}} Pin instead of {{clr|3|S}} or {{clr|4|H}}.
Also used after rising {{clr|2|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 {{clr|2|K}} Pin instead of {{clr|3|S}} or {{clr|4|H}}.
----
----
*{{clr|3|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.  
{{clr|3|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. S Pin into an immediate airdash forward is a safe and effective way to both control space and approach, even if the pin whiffs.
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. S Pin into an immediate airdash forward is a safe and effective way to both control space and approach, even if the pin whiffs.


Line 1,193: Line 460:
It also serves as a crucial ender to some her air combos depending on height/distance to the corner; ({{clr|3|j.214S}} > land > {{clr|4|6H}}) is a common way to secure a knockdown into Garden oki in the corner.
It also serves as a crucial ender to some her air combos depending on height/distance to the corner; ({{clr|3|j.214S}} > land > {{clr|4|6H}}) is a common way to secure a knockdown into Garden oki in the corner.
----
----
*{{clr|4|H}} Pin Has slightly slower startup, but gives Millia an extra upward boost before throwing.  
{{clr|4|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 {{clr|3|S}} Pin at. Also useful for air-to-airing, as it allows Millia to hit opponents directly aboce her for massive damage.
Good for positioning in the air if the opponent is catching on to the angle Millia throws {{clr|3|S}} Pin at. Also useful for air-to-airing, as it allows Millia to hit opponents directly above her for massive damage.
 
}}
'''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.''
</div>
</div>


===<big>Secret Garden</big>===
===<big>Secret Garden</big>===
<span class="input-badge">'''{{clr|4|214H}} -> Direction + {{clr|4|H}}'''</span>
{{InputBadge|{{clr|4|214H}} > Direction + {{clr|4|H}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=214H > H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_214H.png|Please don't DP this
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="214H > H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 56
|recovery = 74
|isProjectile = yes
}}
==== ====
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. {{clr|4|214H}} -> {{clr|4|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.  
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. {{clr|4|214H}} -> {{clr|4|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.  


Line 1,236: Line 474:


Secret Garden can be used from fullscreen after an air throw or counter-hit {{clr|5|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 {{clr|4|H}} Tandem Top for longer and better okizeme, but this generally requires specific setups to achieve.  
Secret Garden can be used from fullscreen after an air throw or counter-hit {{clr|5|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 {{clr|4|H}} Tandem Top for longer and better okizeme, but this generally requires specific setups to achieve.  
*Common setups include {{clr|3|S}} Pin > land > {{clr|4|6H}} > Garden and FB Pretty Maze > airdash back > {{clr|5|j.D}} > land > {{clr|4|6H}} > Garden. Common patterns for Garden on an opponent's wakeup are {{clr|4|1H 6H 4H 6H}} when close, {{clr|4|2H 8H 2H 8H}} when farther, and {{clr|4|3H 8H 2H 8H}} when even farther than that.
 
*It has incredibly long startup (during which Millia can be counterhit), and thus should generally not be used in neutral.
Long startup and counterhit state make it generally bad in neutral, however it can be used for fullscreen space control against characters that cannot approach Millia in time to interrupt it, such as Justice.
**However, it can be used for fullscreen space control against characters that cannot approach Millia in time to interrupt it, such as Justice.
 
*Can be canceled during startup by pressing D if the situation is too dangerous to continue with the move.
Can be canceled during startup by pressing D if the situation is too dangerous to continue with the move.
</div>
 
</div>
Common setups include {{clr|3|S}} Pin > land > {{clr|4|6H}} > Garden and FB Pretty Maze > airdash back > {{clr|5|j.D}} > land > {{clr|4|6H}} > Garden. Common patterns for Garden on an opponent's wakeup are {{clr|4|1H 6H 4H 6H}} when close, {{clr|4|2H 8H 2H 8H}} when farther, and {{clr|4|3H 8H 2H 8H}} when even farther than that.
<br style="clear:both;"/>
}}


==Force Breaks==
==Force Breaks==
===<big>FB Pretty Maze</big>===
===<big>Pretty Maze</big>===
<span class="input-badge">'''{{clr|5|236D}} (Air OK)'''</span>
{{InputBadge|{{clr|5|236D}} (Air OK)}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=236D,j.236D
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_236D.png|wheeeeeeee
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="236D" or input="j.236D")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 43
|recovery = 33
|isProjectile = yes
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|recovery = 23
|isProjectile = yes
}}
==== ====
Millia's staple force break for mixups. It has quicker startup than H Tandem Top, making it more convenient to set up. It's also active for longer and hits three times instead of just one, allowing more time for multiple mixups. If they block the first mixup, she can simply do another one. Once active, the disc will stay out even if Millia is hit. This makes it situationally useful for trading in neutral and extremely useful for reversal-safe oki.
Millia's staple force break for mixups. It has quicker startup than H Tandem Top, making it more convenient to set up. It's also active for longer and hits three times instead of just one, allowing more time for multiple mixups. If they block the first mixup, she can simply do another one. Once active, the disc will stay out even if Millia is hit. This makes it situationally useful for trading in neutral and extremely useful for reversal-safe oki.


*Pretty Maze will also float on hit, giving Millia the opportunity to launch the opponent up, combo them, and reset the situation over again.  
Pretty Maze will also float on hit, giving Millia the opportunity to launch the opponent up, combo them, and reset the situation over again.  
'''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. This move does not operate as a "trap" like ground Pretty Maze, instead being more similar to {{clr|3|236S}}.
Air version summons a disc in the air. This move does not operate as a "trap" like ground Pretty Maze, instead being more similar to {{clr|3|236S}}.
Line 1,292: Line 497:


Due to the high untech time and ability to airdash cancel, this move is useful for stabilizing some air combos. This is especially useful against lightweight characters, who might otherwise be too high to secure a knockdown against. The FRC point lets you act almost immediately after your momentum changes, but this costs 50 Tension, so it's seldom used.
Due to the high untech time and ability to airdash cancel, this move is useful for stabilizing some air combos. This is especially useful against lightweight characters, who might otherwise be too high to secure a knockdown against. The FRC point lets you act almost immediately after your momentum changes, but this costs 50 Tension, so it's seldom used.
 
}}
'''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.''
</div>
</div>


===<big>FB Secret Garden</big>===
===<big>FB Secret Garden</big>===
<span class="input-badge">'''{{clr|5|214D}} -> Direction + {{clr|4|H}}'''</span>
{{InputBadge|{{clr|5|214D}} > Direction + {{clr|4|H}} or {{clr|5|D}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=214D > H
<tabber>
|description=
Images =
Millia leaps up into the air while summoning the orb, giving her safer positioning while setting it up. The orb activates much faster, and Millia is actionable much sooner after using it. Incredible move.
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_j214D.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="214D > H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 34
|recovery = 68
|isProjectile = yes
}}
==== ====
Millia leaps up into the air while summoning the orb, giving her safer positioning while setting it up. The orb activates much faster, and Millia is actionable much sooner after using it.  


This move greatly strengthens your oki, as it allows you to set up Garden oki much easier. Notably, {{clr|5|2D}}, {{clr|4|j.2H}}, and Bad Moon knockdowns all set up FB Garden. This move is an extremely useful method of pressuring the aforementioned characters with responses to Disc oki, since this allows common knockdowns to be turned into strong pressure that those characters cannot easily escape.
This move greatly strengthens your oki, as it allows you to set up Garden oki much easier. Notably, {{clr|5|2D}}, {{clr|4|j.2H}}, and Bad Moon knockdowns all set up FB Garden. This move is an extremely useful method of pressuring the aforementioned characters with responses to Disc oki, since this allows common knockdowns to be turned into strong pressure that those characters cannot easily escape. The increased speed also greatly decreases the risk of using Garden for space control, allowing you to throw it out in more situations.  


The increased speed also greatly decreases the risk of using Garden for space control, allowing you to throw it out in more situations.
It is easier to consistently input all four of the move's followups by alternating {{clr|4|H}} and {{clr|5|D}} inputs (Ex: input {{clr|5|214D}} > {{clr|4|1H}} {{clr|5|6D}} {{clr|4|4H}} {{clr|5|6D}}/{{clr|5|1D}} {{clr|4|6H}} {{clr|5|4D}} {{clr|4|6H}} instead of inputting {{clr|4|1H}} {{clr|4|6H}} {{clr|4|4H}} {{clr|4|6H}} as you would with regular Garden). As an added input note, 292X sets with FB Garden are bugged and will not work properly, so other combinations must be used.
 
}}
'''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.''
</div>
</div>


===<big>Longinus</big>===
===<big>Longinus</big>===
<span class="input-badge">'''{{clr|5|214D}} during Lust Shaker'''</span>
{{InputBadge|{{clr|3|214S}} > {{clr|5|214D}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=214S > 214D
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_214D.png|Stab but with a crack to it.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="214S > 214D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|startup  = 5
Line 1,368: Line 521:
|recovery = 6
|recovery = 6
}}
}}
==== ====
Follow-up to Lust Shaker. Causes the opponent to slide on hit. In or near the corner, it causes a wallstick for combos. Midscreen, Millia gets a knockdown. Allows Millia to turn an {{clr|3|f.S}} hit into a knockdown from farther ranges than usual, helping you start your gameplan faster.
Follow-up to Lust Shaker. Causes the opponent to slide on hit. In or near the corner, it causes a wallstick for combos. Midscreen, Millia gets a knockdown. Allows Millia to turn an {{clr|3|f.S}} hit into a knockdown from farther ranges than usual, helping you start your gameplan faster.
*Since Lust Shaker is already +5, this isn't usually used for its plus frames.
*Since Lust Shaker is already +5, this isn't usually used for its plus frames.
'''Additional Frame Data:''' ''Slides opponent on hit (untechable for 55F, slides for 26F). Blockstun 20F. Forced prorate 80%.''
}}
</div>
</div>
<br style="clear:both;"/>


==Overdrives==
==Overdrives==
===<big>Winger</big>===
===<big>Winger</big>===
<span class="input-badge">'''{{clr|4|2141236H}} (Air OK)'''</span>
{{InputBadge|{{clr|4|2141236H}} (Air OK)}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2141236H,j.2141236H
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_214236H.png|Ground
GGAC_Millia_j214236H.png|Air
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="2141236H" or input="j.2141236H")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
Ground version is her only reversal move that has invincible startup. Not a very good reversal, and should be used sparingly. The horizontal range of the rising hits is incredibly poor. This can sometimes cause opponents to fall out, especially if they were doing an extended button when you hit them. The invincibility wears off almost immediately after the startup, meaning moves such as Ky's Charged Stun Edge can beat wakeup Winger completely.
Ground version is her only reversal move that has invincible startup. Not a very good reversal, and should be used sparingly. The horizontal range of the rising hits is incredibly poor. This can sometimes cause opponents to fall out, especially if they were doing an extended button when you hit them. The invincibility wears off almost immediately after the startup, meaning moves such as Ky's Charged Stun Edge can beat wakeup Winger completely.
'''Additional Frame Data:''' ''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 36F)''
----
----
The air version is mostly used to beat weaker anti-airs or for stuffing air-to-air attempts. Millia has much cheaper and less risky ways to do this, though. Not very good.
The air version is mostly used to beat weaker anti-airs or for stuffing air-to-air attempts. Millia has much cheaper and less risky ways to do this, though. Not very good.
*Hits overhead, just like the ground version's final hit.
}}
'''Additional Frame Data:''' ''Air version has initial prorate 70%. Slides opponent on hit (untechable for 60F, slides for 36F (47F on CH).''
</div>
</div>


===<big>Emerald Rain</big>===
===<big>Emerald Rain</big>===
<span class="input-badge">'''{{clr|3|236236S}}'''</span>
{{InputBadge|{{clr|3|236236S}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=236236S
<tabber>
|description=
Images =
Throws 3 big discs. The last disc causes wallbounce, allowing for a combo. Lets you convert off {{clr|3|f.S}} from even farther ranges than Longinus does. Whether the hits connect properly is a bit inconsistent, and opponents might fall out of the sequence midway through. This makes conversions using Emerald Rain somewhat risky.
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_236236S.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236236S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
Throws 3 big discs. The last disc causes wallbounce, allowing for a combo. Lets you convert off {{clr|3|f.S}} from even farther ranges than Longinus does. Whether the hits connect properly is a bit inconsistent, and opponents might fall out of the sequence midway through. This makes conversions using Emerald Rain somewhat risky.
'''Additional Frame Data:''' ''Wallbounces opponent on hit. 2nd disc has startup 26F, 3rd disc has startup 46F.''
</div>
</div>
<br style="clear:both;"/>


==Instant Kill==
==Instant Kill==
===<big>Iron Maiden</big>===
===<big>Iron Maiden</big>===
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span>
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=236236H
<tabber>
|description=
Images =
The only good thing is that it tracks, making it particularly good against A.B.A. Other than that, not worth using.
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Millia_IK1.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
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''
</div>
</div>
<br style="clear:both;"/>


==Colors==
==Colors==
{{GGACRColors|Size=120|Character=Millia Rage}}
{{GGACRColors|Character=Millia Rage}}
<br style="clear:both;"/>


==External References==
==Navigation==
==Navigation==
<center>{{Character Label|GGACR|Millia Rage|32px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[GGACR/Millia Rage/Data]].}}
{{notice|To edit frame data, edit values in [[GGACR/Millia Rage/Data]].}}
{{#lst:GGACR/Navigation}}
{{GGACR/Navigation}}
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Millia Rage]]

Latest revision as of 00:35, 4 January 2024

Overview

Overview

Millia is a mobile, versatile character with access to strong lockdown and looping setplay. With one of the easiest looping high/low setups in the game, Millia can utilize her mobility to overcome her opponent and secure her victory off of a single successful interaction.

One of Millia's defining features is her mobility, which is among the best in the game. In addition to her two airdashes, Turbo FallGGAC Millia j236K.pngGuardStartupRecoveryUntil landing+12Advantage-, Silent ForceGGAC Millia j214S.pngGuardAllStartup11RecoveryTotal 13Advantage-, and aerial FB Pretty MazeGGAC Millia 236D.pngGuardAllStartup13RecoveryTotal 21Advantage-, allow her to alter her trajectory and position in the air in ways which can be difficult to follow or predict. Her Silent ForceGGAC Millia j214S.pngGuardAllStartup11RecoveryTotal 13Advantage- (Pin) is a fast traveling projectile that can make anti-airing or approaching her difficult. Millia also boasts strong ways of converting stray air-to-air hits into knockdowns, enhancing her neutral control. Buttons like 5K and f.S act as good pokes which can convert into hard knockdown, while 6P is a great anti-air to add on to her excellent air buttons.

Millia's offense is highly consistent and accessible, making any one hit from her potentially game ending. Millia has excellent corner carry and a variety of ways to force strong hard knockdowns, with j.2H providing perfect spacing for corner okizeme. Once Millia gets a knockdown, she can use Tandem TopGGACR Millia 236H-1.pngGuardAllStartup60RecoveryTotal 32Advantage- or Secret GardenGGAC Millia 214H.pngGuardAllStartup56RecoveryTotal 74Advantage- to keep her opponent blocking on wakeup and run powerful okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. These special moves can lock the opponent down for a considerable amount of time, often forcing the opponent to block the following mixup. In addition, the combos she can get after successfully opening up an opponent will often lead into another knockdown, allowing Millia to repeat the situation until the round is over.

However, Millia has the second worst defense of the cast, and will take heavier damage from hits compared to most characters. Due to this, smart use of universal defensive options is necessary. Millia will also often need to play more evasively in neutral, abusing her high mobility and strong conversions to score a knockdown safely. Managing your pin and movement effectively, as well as developing flexible ways to confirm stray hits into knockdown, are central to her effectiveness. Players who can overcome Millia's defensive issues and learn to optimize her gameplay will find a character that scales very well with time invested.
GGACR Millia Rage Nameplate.png
GGACR Millia Rage Portrait.png
Damage Received Mod
×1.21
Guts Rating
3/5
Gravity Mod
×1.05
Stun Resistance
55
Prejump
3F
Backdash
11F (1~5F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 23F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
2
Unique Movement Options
Forward Roll
Turbo Fall
Fastest Attack
5K (5F)
2P (5F)
2K (5F)
Reversals
2141236H (6F)

 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 looping okizeme.

Pros
Cons
  • Amazing Mixups: Millia excels at pushing high/low and left/right mixups, and combined with a rewarding and potent tick throw game, her ability to keep the opponent guessing on defense is outstanding.
  • Powerful Setplay: H Tandem TopGGACR Millia 236H-1.pngGuardAllStartup60RecoveryTotal 32Advantage- (Disc) and Secret GardenGGAC Millia 214H.pngGuardAllStartup56RecoveryTotal 74Advantage- give Millia some of the strongest setplay in the game. Her ability to regain knockdown off of pretty much every mixup option she has allows her to continuously loop her setups ad infinitum.
  • High Mobility: Millia has access to a variety of great mobility tools, including two airdashes, a fast run with a low profile When a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short., and momentum-changing special moves.
  • Air Control: Has many strong jumping attacks that control the airspace very well, on top of her exeptional anti-airs and air mobility.
  • Great Normals: Millia has a variety of fast, low-commitment normals useful for whiff punishing and controlling space.
  • Corner Carry: Many of Millia's common combo routes naturally bring the opponent closer to the corner, giving Millia access to strong positioning and better okizeme.
  • 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.
  • Fragile: Millia has the second lowest effective health in the game, as well as the highest guard bar multiplier in the game. Additionally, while her use of defensive system mechanics is potent, her ability to directly contest approaches and poke out of pressure are below average.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
18 Mid 7 5 6 -1
Total: 17

5P is one of Millia's 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.
  • Will whiff on crouching opponents.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 5 6 14 -10
Total: 24

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 (even on whiff), 2K, and 6K, allowing for a high-low mixup on block. It also gatlings into 2S, allowing for a more rewarding low option or a way to gatling into heavier normals. Primarily used for pressure, such as with the string 2K5K2K.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

c.S

Damage Guard Startup Active Recovery On-Block Invuln
22×2 Mid 7 3,3 17 -6
Total: 29

Situational anti-air that can be used when under the opponent due to its straight vertical hitbox. Useful for stopping the opponent from jumping out of the corner. Can also be used to catch techs in the corner. Also solid punish starter due to its fairly quick startup, lack of initial proration, and gatling into 2H for a full air combo.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×2 7×2 3

f.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 2 16 -4
Total: 24

One of Millia's essential grounded pokes. Gatlings into 5H, which then gatlings into 2D. If you're in range, this is your main way of securing a grounded knockdown off a poke. Can also combo into Longinus for a combo from slightly farther ranges, giving you a knockdown for 25 meter and a combo in the corner. Can't confirm into a knockdown at maximum range or off a launch, but can combo into Emerald Rain.

Gatling Options: 2S, 5H, 2H, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

5H

Damage Guard Startup Active Recovery On-Block Invuln
30×2 Mid 6 4(2)2 21 -4
Total: 34

Another solid grounded poke. Used less commonly than f.S, but still good to remember. Slower than f.S if not very close, but reaches farther forwards. Has more recovery than f.S, however, making it riskier to use in neutral.

Also an essential piece of combo filler, with its two-hit nature making it an easy hitconfirm into 2D for a knockdown.

Gatling Options: 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20×2 6×2 5

5D

Damage Guard Startup Active Recovery On-Block Invuln
12 High 27 3 23 -12 8~23F Low Profile
30~41F Feet
Total: 52

Universal overhead. Slow, awful on block, and doesn't lead to much on hit. Rarely used as an overhead option, since Millia has much better options for mixups.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 20 3
  • Millia is in CH state during move

6P

Damage Guard Startup Active Recovery On-Block Invuln
22×2 Mid 7 9,3 20 -9 1~12F Upper Body
Total: 38

One of Millia's main anti-airs, with upper body invulnerability with a good sized hitbox. 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.

Staggers on grounded counter-hit. If both hits connect, however, the second hit will undo the stagger of the first hit, making converting off a counterhit stagger difficult.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10×2 7×2 3
  • Staggers on ground CH (max 35F)

6K

Damage Guard Startup Active Recovery On-Block Invuln
25 High 18 4 8 +5 1~19F Lower Body
20~21F Feet
Total: 29

One of Millia's main overheads that she uses in her mixup game. It's special cancellable on hit or block, allowing for a combo on hit without any prior setup. Also serves as a solid meaty for disc oki, providing a safer high option than Bad Moon.

  • 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.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 11 6 4
  • Hits crouching opponents on 20F (tested on Sol)

6H

Damage Guard Startup Active Recovery On-Block Invuln
60 Mid 16 3 25 -9
Total: 43

Has slow startup and is horrible to whiff, making it rare to see in neutral. However, it knocks the opponent down on hit and is special cancellable, making it a useful combo ender. 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. Can also be used to stop jump outs in the corner.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Slams down opponent on hit

2P

Damage Guard Startup Active Recovery On-Block Invuln
9 Mid 5 2 6 +2
Total: 12

Shorter range than 2K, but the same startup. Tied for Millia's fastest normal. Hits mid and is primarily used after throw for burst baiting.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 85% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
8 Low 5 2 7 +1
Total: 13

An incredible normal for a variety of reasons, and one of your best tools for neutral and pressure. Millia's primary pressure starter due to its frame advantage, which makes it good for frametraps and tick throws. Bigger than most similar low kicks, letting you start pressure from farther away, especially with dash momentum. Also gatlings into itself and and 5K, making it a good low option. 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.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 75% 3 8 1

2S

Damage Guard Startup Active Recovery On-Block Invuln
26 Low 9 4 15 -5
Total: 27

Hits low and has better proration than 2K, but starts up slower. Can be used as part of high/low mixup pressure. Also another solid meaty option, since it hits low and gatlings into 2H. Fairly long range and low profile makes it useful as a poke, especially since it generally confirms into knockdown.

  • Can gatling into 5P to go backwards in the gatling table, allowing for unique pressure resets.

Gatling Options: 5P, 5H, 2H, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 8 7 3

2H

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 11 7 12 -2 1~3F Low Profile
Total: 29

Millia's primary launcher for combos. You want to gatling into this when you're in range. 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.

Gatling Options: 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 14 6 4
  • Untechable on CH for 48F

2D

Damage Guard Startup Active Recovery On-Block Invuln
26 Low 13 3 12 -1 10~21F Feet
Total: 27

Another of Millia's main ground moves alongside 2K that can be used to fish for knockdowns and for whiff punishing. Can be cancelled into roll to start disc oki on hit or into FB Secret Garden to start Garden oki from anywhere.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High/Air 5 6 8
Total: 18

Spammable short-ranged aerial jab. Useful in air-to-air and air-to-ground situations due to its speed and respectable hitbox. Can go into j.K for pressure on block.

  • Whiff cancels into itself and j.K, further decreasing the move's risk.
  • Actually slower to start up than j.K, which is something to note.
  • Important for disarming  Testament's ZeinestGGAC Testament 214H.pngGuardAllStartup11RecoveryTotal 29Advantage+2 without spending pin.

Gatling Options: j.P, j.K, j.S, j.H, j.2H, j.D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
12 High/Air 4 9 9
Total: 21

Extremely fast air normal useful for catching opponents directly above you. Can be special cancelled into K/S pin on block for pressure or used in mixups as a fast high option. It's also an important tool for Millia's air combos, as it confirms into j.S and j.H.

  • Can hit opponents directly in front of Millia, letting it serve as an air-to-ground option, especially when used as a gatling out of other air normals.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 5 7 2

j.S

Damage Guard Startup Active Recovery On-Block Invuln
26 High/Air 9 6 12
Total: 26

Your main air-to-ground move, ideal for hitting opponents below you. Airdash cancellable on block, allowing for strong high-low mixups; you can either airdash again and use more high jump-ins, or you can land and use a low or throw. Also important combo filler, having enough untech time to combo into j.H.

Gatling Options: j.P, j.H, j.2H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • Air dash cancelable

j.H

Damage Guard Startup Active Recovery On-Block Invuln
32 High/Air 12 3 11
Total: 25

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.

Also an essential part of Millia's air combos, having high untech time and cancelling into airdash on hit for additional extensions. Try to confirm into this to get an air conversion going if you can.

  • Whiffs on crouching opponents, making it poor for air-to-ground.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 9 3
  • Air dash cancelable

j.2H

Damage Guard Startup Active Recovery On-Block Invuln
22×3 High/Air 8 4(2)6(2)4 17
Total: 42

Millia's primary combo ender at lower heights, as it 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. Not much use outside of combo filler, since Millia's other air normals generally control the air better.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 5×3 9×3 2
  • Slams down opponent on air hit

j.D

Damage Guard Startup Active Recovery On-Block Invuln
48 High/Air 17 7 9+6 after landing
Total: 38

Millia's default long range air-to-air. It's airdash cancellable, meaning it can be used in specific combos or to close the gap after you hit someone with it. Grants a far-reaching untechable knockdown on counter-hit, allowing Secret Garden setups from fullscreen or disc oki when close.

Horrible air-to-ground move, as many characters can run or crouch under this move and punish its recovery. Has some landing recovery, making it not great to whiff, which further increases the risk of using it against grounded opponents.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 11 6 4
  • Air dash cancelable

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
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. Can be used after Roll (214K) for a tricky mixup. Dash and combo into 2P5P, 5K 2H, or f.S 2H when landed.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 40% 6
  • Sends opponent on opposite side of throw direction
  • Millia has 15F to juggle opponent on successful throw

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
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.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
20 Mid 7 6 33 -25 1~12F All
13~40F Throw
Total: 45

Surprisingly fast dead angle. Uses the animation of c.S. Useful as an unsafe emergency option out of blockstun. Can be crucial to turning the tide on defense. Knocks the opponent down and keeps them right in front of you on counter hit, which can sometimes allow for disc oki. Short horizontal range compared to other dead angles. Don't miss.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 40% 10 7 3

Special Moves

Lust Shaker

214S > SxN

Damage Guard Startup Active Recovery On-Block Invuln
12×N All 10 1(3)×N 8 +5

Good for frame trap pressure on the ground since it is +5. Using f.S after this on block leaves a 2-frame gap, enough to punish almost all abare. On hit or block, Millia can cancel into Roll (214K) to go for a tick throw or reset pressure if the opponent's scared of the frametrap. You can also cancel into Haircar (214P) to go low, but this isn't that useful.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×N 7×N 3
  • Listed Frame Adv is for no repeated hits
  • Can cancel to Longinus, Iron Saviour, or Roll from 8F onwards
  • Minimum 4 hits, maximum 30 hits

Tandem Top

236S or 236H

Version Damage Guard Startup Active Recovery On-Block Invuln
236S 40 All 11 13 15 -1
236H 50 All 60 33 Total 32
Total: 38

236S is a pretty fast, pretty versatile special move. Can be used as a way to cancel Turbo Fall's landing recovery to catch people off guard, or as a meaty after landing raw haircar, since the knockdown from haircar doesn't give you time for other meterless setups.

It's also useful as a frametrap due to its speed and decent reward in the corner or on counter-hit. In the corner, Millia can link 5P to combo from it. On counter-hit, you get a wallbounce, letting you follow up with an air combo.

  • Causes a wallbounce from anywhere on counter-hit, allowing for damaging conversions from anywhere on the screen.
  • Has an FRC point from 3~4F, letting you effectively remove the recovery from ground normals on block.

236H is a key part of Millia's okizeme, and the move that Disc oki is named after.

  • Longer startup, but longer active frames as well. Can be used after a variety of knockdowns, most commonly j.2H and Bad Moon.
  • Causes a wallbounce in the corner for combos, with similar conversions to 236S.
  • FRC timing in 20~21F, which isn't used often because of 236D but is still is applicable in certain matchups such as Baiken.

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. Some knockdowns, such as 2D > Roll > Disc, don't give enough time for the Disc to be a meaty. This can be used in conjunction with a meaty normal for a high-low mixup that's very plus on block, but be warned that this loses to reversals. Other knockdowns, however, such as low to the ground j.2H in the corner, allow the disc to hit meaty, leading to pressure that is harder to contest.

Some characters have ways around Disc oki:

  •  Faust can crawl under Disc
  •  Zappa can duck under it
  •  Sol can slide under it with Grand ViperGGAC Sol 214S-2.pngGuardLow×7, MidStartup17Recovery37Advantage-21
  •  Order-Sol can slide under it with Gun BlazeGGAC OSol 214S.pngGuardAllStartup23RecoveryTotal 44Advantage+9
  •  A.B.A (in Normal Mode) can slide under it with DraggingGGAC ABA kenin.pngGuardStartupRecoveryTotal 28Advantage-
  •  Robo-Ky and  Bridget can both delay their wakeups to avoid it
  •  Slayer can pass through it with his teleport dashes

Keep this in mind when performing oki on these characters.

Also deceptively useful in neutral. Placing down a disc allows Millia to hide behind a constant active hitbox and potentially get a followup if the opponent runs into it. The FRC point adds to this, as it allows you to set a disc without fear of being punished on reactions by moves such as Sol's Grand Viper.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
236S 3~4F 0 7 3
236H 20~21F 0 12 3

236S:

  • 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

236H:

  • 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

Bad Moon

j.236P

Damage Guard Startup Active Recovery On-Block Invuln
24×N High/Air 11 Until landing 22 after landing -15

A combo ender in the corner for extra damage. Yields a knockdown at a low enough heights. When performed with a Tiger Knee(TK) motion (doing it as close to the ground as possible by inputting 2369P), it becomes an unreactable 16 frame overhead and Millia's primary high mixup during Disc oki. Very punishable on block, so it generally should not be used in neutral or without the cover of H Tandem Top outside of combos.

  • Has a minimum height limit. This is important to note, as it changes how to input the TK motion. Specifically, you need to wait a bit before hitting P for Bad Moon to come out.
  • Has an FRC point a set amount of time after Millia bounces off her opponent, right as she uncurls from being a moon. This makes Bad Moon much safer on block or whiff, but Millia has other uses for 25 Tension.
FRC Window Proration Guard Bar+ Guard Bar- Level
5~7F after landing or block 80% 8 7×N 3
  • Millia is crouching during landing recovery
  • Listed Recovery is on whiff
  • On whiff, Recovery 1~15F are airborne
  • Listed Frame Adv is for fastest possible TK Bad Moon (Startup 16F)
  • Has minimum height requirement of 5050 units (roughly 50,50 pixels)

Turbo Fall

j.236K

Damage Guard Startup Active Recovery On-Block Invuln
Until landing+12

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, giving her an extra way to cover a large distance in an unexpected way in neutral. Can also be used for mixups, as you can pass through opponents while descending for a crossup.

  • Landing recovery is cancellable into ground specials, which can allow for a quick way to catch opponents off guard.
  • FRC point from 14~15F, just as Millia starts moving; if you're quick enough, you can use an air normal as you descend.
  • Has some startup before Millia starts moving. If hit out of this startup, she won't go anywhere.
FRC Window Proration Guard Bar+ Guard Bar- Level
14~15F
  • Can pass through opponent during fall
  • Fastest possible TK Turbo Fall has total duration 29F
  • Has minimum height requirement of 5050 units (roughly 50,50 pixels)
  • Landing recovery is cancellable into Special Moves

Forward Roll

214K

Damage Guard Startup Active Recovery On-Block Invuln
Total 24 2~3F Low Profile
4~15F Very Low Profile

A command roll that shrinks Millia's hurtbox and lets her low profile underneath some attacks. Useful in pressure and for tick throw setups. If your opponent respects you too much, use this to close the distance. Can also be used in neutral to avoid the opponent's pokes.

  • Goes under a lot of things it doesn't look like it should, such as  Chipp's 2SGGAC Chipp 2S.pngGuardMidStartup7Recovery11Advantage-1 and 2DGGAC Chipp 2D.pngGuardLowStartup9Recovery18Advantage-8,  Johnny's 2HGGAC Johnny 2H.pngGuardMidStartup5Recovery29Advantage-16, and  Justice's 2DGGAC Justice 2D.pngGuardLowStartup11Recovery16Advantage-2.
  • Can be throw punished on reaction if used too predictably.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Can pass through opponent
  • Millia is in CH state 1~15F
  • Can pick up Hairpin during move

Iron Savior

214P

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

Commonly referred to as Haircar. Hits low and travels forever until Millia hits her opponent or the wall. The startup looks identical to that of TK Bad Moon, making it a deceptive low mixup. This makes it Millia's preffered low option during Disc oki. The FRC point adds another layer to this; with tight timing, you can immediately input j.K before you land, allowing you to turn your low into an overhead.

  • Should not be used from fullscreen, as it is punishable.
FRC Window Proration Guard Bar+ Guard Bar- Level
17~22F 90% 8 7 3
  • Millia is airborne from 7F onwards
  • Blows back opponent on hit

Silent Force

j.214K or j.214S or j.214H

Version Damage Guard Startup Active Recovery On-Block Invuln
j.214K/S 20 All 11 1(1)×n Total 13
j.214H 20 All 16 1(1)×n Total 18

An incredible move that enhances every aspect of Millia's gameplay. Useful for zoning, air-to-airs, approaching, pressure, combos, and more. Once thrown, you have to pick it back up again by crouching or rolling over it. The pin cannot be picked up for 122F (roughly 2 seconds) after throwing; you'll know it's ready to be picked up again when it begins glowing.

  • Virtually no recovery once thrown, allowing you to quickly airdash after throwing it for an approach.
  • Staggers on ground counter hit and has high untech time on air hit; both situations can lead to a combo.

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. Also useful as an "anti-anti-air." With proper spacing, K Pin can beat out some grounded anti airs and allow Millia to start a combo off the counter-hit stagger. Due to its ability to completely hault Millia's upward momentum it can be used to extend ground pressure into her airdash strings seamlessly. A good example is c.S > TK K Pin (2147K) > airdash forward > j.S.

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. S Pin into an immediate airdash forward is a safe and effective way to both control space and approach, even if the pin whiffs.

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 due to the blockstun.

It also serves as a crucial ender to some her air combos depending on height/distance to the corner; (j.214S > land > 6H) is a common way to secure a knockdown into Garden oki in the corner.


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. Also useful for air-to-airing, as it allows Millia to hit opponents directly above her for massive damage.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
j.214K/S N/A 80% 0 10 2
j.214H N/A 80% 0 10 2

j.214K/S:

  • Staggers on ground CH (max 35F)
  • Millia is in CH state during move
  • Has minimum height requirement of 3001 units (roughly 30,01 pixels)
  • See note ※1

j.214H:

  • Staggers on ground CH (max 35F)
  • Millia is in CH state during move
  • Has minimum height requirement of 3001 units (roughly 30,01 pixels)
  • See note ※1

Secret Garden

214H > Direction + H

Damage Guard Startup Active Recovery On-Block Invuln
30×5 All 56 18(8) 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.

Once active, the projectile will persist even if Millia is hit. This makes Garden oki naturally beat both abare and reversals, as both actions will cause Garden to hit the opponent. Garden oki can cover the options previously mentioned to beat Disc oki, making Garden setups valuable against those characters.

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.

Long startup and counterhit state make it generally bad in neutral, however it can be used for fullscreen space control against characters that cannot approach Millia in time to interrupt it, such as Justice.

Can be canceled during startup by pressing D if the situation is too dangerous to continue with the move.

Common setups include S Pin > land > 6H > Garden and FB Pretty Maze > airdash back > j.D > land > 6H > Garden. Common patterns for Garden on an opponent's wakeup are 1H 6H 4H 6H when close, 2H 8H 2H 8H when farther, and 3H 8H 2H 8H when even farther than that.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 7×5 3
  • Millia is in CH state 1~55F
  • Bubble guaranteed to come out after 52F
  • Accepts up to 4 additional inputs to control direction of bubble 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 bubble disappears

Force Breaks

Pretty Maze

236D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236D 22×3 All 43 41 Total 33
j.236D 50 All 13 33 Total 21

Millia's staple force break for mixups. It has quicker startup than H Tandem Top, making it more convenient to set up. It's also active for longer and hits three times instead of just one, allowing more time for multiple mixups. If they block the first mixup, she can simply do another one. Once active, the disc will stay out even if Millia is hit. This makes it situationally useful for trading in neutral and extremely useful for reversal-safe oki.

Pretty Maze will also float on hit, giving Millia the opportunity to launch the opponent up, combo them, and reset the situation over again.


Air version summons a disc in the air. This move does not operate as a "trap" like ground Pretty Maze, instead being more similar to 236S.

Increases Millia's momentum on use. If you were jumping forward, you'll go forward faster after using Pretty Maze. Notably, if you airdash, then use Pretty Maze mid-flight, you'll be flung a great distance forwards or backwards at high speeds. This can be used to cover long distances fast, with IAD > Pretty Maze sending you almost the entire horizontal length of the screen at max zoom-out. This is also useful for crossups, since you can fling yourself over and behind your enemy.

Due to the high untech time and ability to airdash cancel, this move is useful for stabilizing some air combos. This is especially useful against lightweight characters, who might otherwise be too high to secure a knockdown against. The FRC point lets you act almost immediately after your momentum changes, but this costs 50 Tension, so it's seldom used.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
236D 6~8F 0 5×3 4
j.236D 4~6F 0 12 5

236D:

  • Millia is airborne from 1~20F
  • Pulls in opponent on hit/block
  • Millia is in CH state during move
  • Disc guaranteed to appear after 22F
  • Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears

j.236D:

  • Millia is in CH state until landing
  • Disc guaranteed to appear after 12F
  • Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears
  • None of usage restrictions apply to Air Pretty Maze

FB Secret Garden

214D > Direction + H or D

Damage Guard Startup Active Recovery On-Block Invuln
30×5 All 34 18(8) Total 68

Millia leaps up into the air while summoning the orb, giving her safer positioning while setting it up. The orb activates much faster, and Millia is actionable much sooner after using it. Incredible move.

This move greatly strengthens your oki, as it allows you to set up Garden oki much easier. Notably, 2D, j.2H, and Bad Moon knockdowns all set up FB Garden. This move is an extremely useful method of pressuring the aforementioned characters with responses to Disc oki, since this allows common knockdowns to be turned into strong pressure that those characters cannot easily escape. The increased speed also greatly decreases the risk of using Garden for space control, allowing you to throw it out in more situations.

It is easier to consistently input all four of the move's followups by alternating H and D inputs (Ex: input 214D > 1H 6D 4H 6D/1D 6H 4D 6H instead of inputting 1H 6H 4H 6H as you would with regular Garden). As an added input note, 292X sets with FB Garden are bugged and will not work properly, so other combinations must be used.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 7×5 3
  • Millia is airborne from 5F onwards
  • Millia is in CH state 1~25F
  • Bubble is guaranteed to appear after 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

214S > 214D

Damage Guard Startup Active Recovery On-Block Invuln
35 All 5 8 6 +7
Total: 18

Follow-up to Lust Shaker. Causes the opponent to slide on hit. In or near the corner, it causes a wallstick for combos. Midscreen, Millia gets a knockdown. Allows Millia to turn an f.S hit into a knockdown from farther ranges than usual, helping you start your gameplan faster.

  • Since Lust Shaker is already +5, this isn't usually used for its plus frames.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 80% 20 6 5
  • Custom Blockstun

Overdrives

Winger

2141236H (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
2141236H 40,25×4,80 Mid×5, High 6+1 2×5(10)15 30 after landing -21 1~7F All
j.2141236H 80 High/Air 1+6 Until landing 30 after landing -13 1~7F All

Ground version is her only reversal move that has invincible startup. Not a very good reversal, and should be used sparingly. The horizontal range of the rising hits is incredibly poor. This can sometimes cause opponents to fall out, especially if they were doing an extended button when you hit them. The invincibility wears off almost immediately after the startup, meaning moves such as Ky's Charged Stun Edge can beat wakeup Winger completely.


The air version is mostly used to beat weaker anti-airs or for stuffing air-to-air attempts. Millia has much cheaper and less risky ways to do this, though. Not very good.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
2141236H 23~24F 20×5,15 6×6 5
j.2141236H N/A 70% 15 10 5

2141236H: j.2141236H:

  • Slides on CH (untechable for 73F, slides for 46F)

Emerald Rain

236236S

Damage Guard Startup Active Recovery On-Block Invuln
36×3 All 4+2 Total 75 -3 1~5F Strike

Throws 3 big discs. The last disc causes wallbounce, allowing for a combo. Lets you convert off f.S from even farther ranges than Longinus does. Whether the hits connect properly is a bit inconsistent, and opponents might fall out of the sequence midway through. This makes conversions using Emerald Rain somewhat risky.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×3 7×3 3
  • 2nd disc has startup 26F, 3rd disc has startup 46F

Instant Kill

Iron Maiden

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 5+29 Total 165 -62 5~6F Strike

The only good thing is that it tracks, making it particularly good against A.B.A. Other than that, not worth using.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3×16
  • IK Mode activation: 66F
  • Homes in on 18F
  • Listed Frame Adv is for an opponent blocking in corner

Colors

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.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available 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.


Navigation

To edit frame data, edit values in GGACR/Millia Rage/Data.
Systems Pages