GGACR/Millia Rage: Difference between revisions

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===<big>{{clr|4|6H}}</big>===
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Revision as of 07:11, 20 April 2021

Overview

Template:CharaOverview

Guilty Bits Character Intro

Normals

5P

5K

c.S

f.S

5H

6P

6K

6H

5D

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

j.2H


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Specials

Lust Shaker

214S -> SxN

Tandem Top

236S/H

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

236S

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

236H is the infamous move that "Disc oki" is named after.

  • Longer startup, but longer active frames as well.
  • This is Millia's primary and staple mixup tool. After securing a knockdown, the Disc allows Millia to mask her high/low mixups while also making sure the opponent can't escape due to the blockstun.
  • FRC timing in 20-21 frames, which isn't used often because of 236D but is still is applicable in certain matchups such as Baiken.

Bad Moon

j.236P

Turbo Fall

j.236K

Forward Roll

214K

Iron Savior

214P

Silent Force

j.214K/S/H

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

  • K Pin removes all of Millia's upward momentum, and its trajectory is steeper than both S Pin and H Pin.
  • Has a slightly different use in neutral compared to S Pin being reserved mostly for covering close approaches by the opponent, especially when punishing lows. However, due to its ability to completely hault Millia's upward momentum it can be used to extend ground pressure into her airdash strings seamlessly.
  • Also used after rising j.K in fuzzy guard setups to confirm into a combo without Disc or meter, and some combos or setups against certain characters (like Johnny) may require K Pin instead of S or H.

  • S Pin temporarily halts Millia's air movement while the pin is being thrown, and its trajectory is roughly a 45° angle downward in front of Millia.
  • This is Millia's primary projectile and extremely crucial to her neutral game. It allows her to control the pace of the matchup, as opponents will have to keep in mind whether or not you have it available.
  • Fishing for counter-hits is an easy way for Millia to brute force her way in due to the large amount of hitstun. If the opponent blocks it, she may still have an opportunity to continue pressure under the right circumstances.
  • It also serves as a crucial ender to some her air combos depending on height/distance to the corner (j.214S land 6H), since it allows her to score an untechable knockdown.

  • H Pin Has slightly slower startup, but gives Millia an extra upward boost before throwing.
  • Good for positioning in the air if the opponent is catching on to the angle Millia throws S Pin at.

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

Secret Garden

214H -> Direction + H

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

  • Once the move is input, Millia summons an orb that will accept up to four more direction inputs by pressing a direction and H (e.g. 214H -> 6H 1H 6H 4H). After 52 frames (regardless of whether any inputs were given or not), Millia will return to neutral and the orb will begin travelling along the path that was input. It can be canceled by pressing D if the situation is too dangerous to continue with the move.
  • Secret Garden can be used from fullscreen after an air throw or counter-hit j.D to lock down the opponent on their wakeup, allowing Millia to safely rushdown the opponent.
  • It can also be used in place of H Tandem Top for longer and better okizeme, but this generally requires specific setups to achieve.
  • It has incredibly long startup (during which Millia can be counterhit), and thus should generally not be used in neutral.


Force Breaks

FB Pretty Maze

236D (Air OK)

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

Millia's staple force break for mixups. Pretty Maze will float on hit, giving Millia the opportunity to launch the opponent up, combo them, and reset the situation over again.

  • It has quicker startup and longer active frames than H Tandem Top, allowing more time for multiple mixups. If they block the first mixup, she can simply do another one.
  • Unlike H Tandem Top, the disc will still come out regardless of whether Millia gets hit during the startup.

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


Air version summons a disc in the air, alters her trajectory a bit and can be used for crossups.

  • Can be used to end air combos, but does not give good okizeme positioning.

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

FB Secret Garden

214D -> Direction + H

Longinus

214D during Lust Shaker


Overdrives

Winger

2141236H (Air OK)

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

  • Ground version is her only reversal move that has invincible startup.
  • Has an FRC point at 23~24f to make it safe, but it is not advised to rely on this to get out of pressure often.

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


The air version is mostly used to beat weaker anti-airs or for stuffing air-to-air attempts.

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

Emerald Rain

236236S


Instant Kill

Iron Maiden

During IK Mode: 236236H


Colors

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.


Notable Players

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

NOTE: These tables are still WIP

External References

Navigation

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