GGML/Millia

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Overview

Overview

Millia is overall a radically different character in Missing Link, missing moves that normally define her playstyle. Instead, she uses Living Lancer to aggressively zone opponents out and her strong movement options to either evade or close in for a combo.
Lore:Having lost her parents at a young age during the Crusades, Millia was taken in by Zato, the Assassin's Guild leader at the time, and was raised as an assassin.
More years passed, and as the number of assassinations she committed increased over time, she became more conflicted and started questioning her life as an assassin. This led to her cutting tiest with Zato and the Guild amidst a large-scale operation, resulting in Zato being apprehended.
Playstyle
Millia zones opponents using strong projectiles and movement options.
Pros Cons
  • Opressive Zoning: Both Living Lancers and her super are strong at keeping the opponent out to a degree that is nearly insurmountable for some characters.
  • Desperation Abuse: Millia, alongside Justice, is arguably the best character at abusing infinite supers in the game. Iron Maiden spam is extremely difficult for most characters to contest.
  • Strong Movement Options: Having 2 full airdashes and Forward Roll, Millia is highly mobile.
  • Versatile Infinites: In addition to the usual CC infinites, Millia can also infinite off of Living Lancer in the corner, and perform a tight roll infinite.
  • Strong Normals: Many of Millia's normals are not only fast but also long range and disjointed, notable examples being her f.S and j.S.
  • Short Range CC Infinite: Millia's CC infinite has a lot less range than other characters' infinites, so it can be harder for her to access it, and alternative infinites suffer from the same issue or are situational.
  • Weak Guard Cancels: None of Millia's specials are particularly good for guard cancels, and even her best option, Forward Roll, can be punished if read by the opponent or when used poorly.
Millia
GGML Millia Portrait.png
Defense:70%Raw Value: 7
Jump Startup:3f
Backdash:22f
Meter Gain Mod:80%Raw Value: 8
Charge Time:45f
Forward Walk Speed:143%Raw Value: 1100
Backward Walk Speed:139%Raw Value: 819
Dizzy Resistance:83%Raw Value: 25

Normals

How to Read Frame Data

Damage
A quantification of how a character's health bar is reduced when they are hit.
Guard
The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
Low
Guarded against while crouching
Mid
Guarded against in either the crouching or standing state, but not while airborne
High
Guarded against in the standing state
All
Guarded against while crouching, standing, or while airborne
Throw
Cannot be guarded against, but only applies to grounded opponents
Unblockable
Cannot be guarded against
Startup
The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
Active
The active frames of an attack refers to the amount of time an attack can hit the opponent.
Recovery
The recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking.
On-Block
A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
On-Hit
A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
Invuln
No results

5P

5P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3 All 6 4 9 -5 +2 none

Fast abare tool and situational anti-air, although it'll whiff on most characters crouching.

5K

5K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 All 8 8(8)3 9 -20 -14 none

Quick kick that gattlings into itself. Useful for abare and occasionally as an anti-air. Has a hitbox during recovery, making it harder to whiff punish than otherwise.

c.S

c.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9 All 8 8 11 -9 +2 none

Not quite the anti-air it is in later titles, and is mostly combo filler here. Can still anti-air but she has better options.

f.S

f.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
8 All 8 4 23 -17 -6 none

Surprisingly long ranged normal that can confirm into CC infinite from close distances and Tandem Top at farther distances. Can't combo into anything from max distance but going into Living Lancer is generally a good option. If you're really skilled then f.S can be CCed to combo into itself, and in turn into in infinite. Her best poke in neutral thanks to it's quick startup, disjointed hitbox, and high reward. The only issue is the long whiff recovery.

5H

5H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 Overhead 16 11 13 -11 +6 none

An anti-air and Millia's only grounded overhead in GGML. It hits crouching opponents on frame 23. The first 7 active frames are anti-air hitboxes. It's her longest range normal and is fully disjointed, but it's slow for a poke. On hit it confirms into CC infinite.

6P

6P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
5 Mid 6 17 7 -16 -13 none

Fast and ridiculously active anti-air. Still has active frames while she appears to be in recovery. Launches opponents high up even on grounded hit, allowing it to be immediately teched, albeit in a disadvantageous position.

  • Air unblockable

2P

2P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3 Low 3 11 5 -5 +2 none

Main hitbox hits on frame 6. Quick low and also a good abare tool. Can be used as a low confirm into CC infinite.

2K

2K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7 Low 5 3 13 -6 +5 3

Low kick that gattlings into itself. Can be used for poking and mixups. Slightly faster than 2P so it's more useful in more situations.

2S

2S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 All 9 4 14 -7 +4 none

Despite how it looks this move doesn't hit low. Besides that, it's an inferior poke to f.S due to it's lack of disjoint and slower startup, the only advantage being slightly better range and recovery.

2H

2H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
16 Mid 4 9 11 -10 +7 none

Incredibly fast and disjointed normal that works both as an anti-air and is your main combo tool for CC infinite. Will beat everything but the most disjointed aerials and can also be used for abare due to it being her fastest normal, although the short horizontal range does make it harder to use in those situations. Anti-air hitbox comes out frame 8.

  • Air unblockable

j.P

j.P
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
3 Overhead 7 4 9 none

Fast air normal that can be used as combo filler and for landing.

j.K

j.K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7x2 Overhead 4 4,4 11 none

Fast two hitting air to air and combo filler.

j.S

j.S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 Overhead 1 2(5)3 9 none

Main hitbox comes out frame 8. Gigantic disjointed air normal that's great at landing and air to air. Actually comes out much faster than it appears, as it has a small close range hitbox. Both the small hitbox and the big one can hit on grounded opponents, but only one will hit air opponents.

j.H

j.H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 Overhead 1 27 0 none

Very fast downward angled aerial, but compared to her other air normals there isn't much reason to use it outside of combos. Does have a hitbox for the entire duration but it's small enough that you're still open to anti-airs. The multiple hits have consistency issues with comboing into each other. Comes out frame 1 so it can instant overhead some characters.

Can be used against the following characters when crouching:

Universal Mechanics

Dust Attack

S+H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11 All 1 8(4)8(4)13 0 -16 +70 none

One of the fastest dusts but unfortunately hits mid. If this were an honest game it would probably be a useful punish but if you have a punish opportunity, it's always better to go for CC infinite. Doesn't launch when it hits in the later active frames.

Throw

6H or 4H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
15 Throw N/A none

Throws the opponent backwards towards a wall, causing a wallbounce if they reach it before teching. Alright throw, but notably has some incredibly janky interactions in the corner which can setup some dirty left rights.

Dash Attack

6[6]
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
13 All 23

Millia's great air movement means you won't get it very often, but since she speeds up so fast she can do a very quick dash attack, even being able to combo into it in certain circumstances.

Instant Kill

Bug Bite

P+K > 236X
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
FATAL All 3 6 7 N/A N/A Above Knees 1~3,5~8

Very fast but short.

Specials

Living Lancer

236S
Name Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Living Lancer Lv1 14 All 30 none
Living Lancer Lv2 22 All 29 none
Living Lancer Lv3 33 All 28 none

Millia launches a thread of hair from her head. The thread of hair will go about half of the screen before stopping and staying in place. It will spin and linger as an active hitbox for a little while before disappearing, from which you can launch it again using Hungry Bee. This move is key to Millia's gameplan and can be very oppressive. At any point during the move, it can be special canceled. This is most often done with a second Living Lancer, Living Lancer (High) and Living Lancer Charge. This is incredibly powerful, as it lets you quickly place two projectiles on the screen with no recovery. Higher charge levels increase the hitbox size, damage, and hitstun of the move. Additionally, the Level 3 version will destroy all projectiles except for other Level 3 projectiles like Ky's Level 3 Stun Edge.

  • Max of 2 Living Lancers on screen at once.
  • The entire duration of the move is special cancelable.
  • Projectiles disappear after 75 frames.
  • Level 3 does 8 more frames of hitstun.

Living Lancer (High)

214S
Name Damage Guard Startup Active Recovery On-Block On-Hit Invuln
Living Lancer (High) Lv1 14 All 30 none
Living Lancer (High) Lv2 22 All 29 none
Living Lancer (High) Lv3 33 All 28 none

Has all the same properties as regular Living Lancer except it launches the thread of hair at a diagonal up forward angle.

Hungry Bee

S+Any Direction
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
N/A N/A N/A N/A N/A N/A N/A N/A

After launching a Living Lancer, if it doesn't hit an opponent, it will float in the air while spinning. During this time, hitting S in any direction will launch the Living Lancer in the direction you input. This is very powerful for zoning and applying pressure from a distance, and can even be used to snipe opponents in the air.

  • If there are two Living Lancers out, then Hungry Bee will activate on whichever you launched first.

Tandem Top

623S
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
9x2 All 14 15 15 -17 -20 none

This move has a few uses in neutral, pressure, and combos. For combos, it's a consistent combo ender, although one you'd only use if you're too far to start an infinite. In neutral, the move has a surprisingly good anti-air and poking hitbox, and the long lingering projectile can catch opponents who like to blindly run in. For pressure, just like in future games, you can set the projectile meaty on a knocked down opponent to force a mixup, although her mix isn't as scary as it is in later titles.

  • The projectile lasts 47 frames.

Lust Shaker

f.S > SxN
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
7xN All 1 0 none

Very good move for chip damage and confirms. Has almost no recovery, making it incredibly plus on block or hit and even being able to link into normals to start an infinite. The pushback is also fairly low, meaning that as well as being a great chipping tool, it can reset pressure reliably. Unfortunately it has the major flaw of whiffing on most crouching and even some standing opponents, making it significantly hard to use in most matchups.

Forward Roll

214K
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
N/A N/A N/A N/A Low Profile 1~11,15~21
Very Low Profile 11~15

Low profile movement option with low recovery. Goes about half the screen. While it can low profile many moves, it will get beaten by active and low hitting moves. Can go behind opponents for some crossups or to bait a guard cancel. Also has use in niche infinites.

It's also going to be her main guard cancel special, as none of her other options are fast and disjointed. When used like this, the pusback of the normal that was GCed is still applied, meaning you might end up next to the opponent and punishable.

  • In standing recovery for 2 frames

Supers

Iron Maiden

236236H
Damage Guard Startup Active Recovery On-Block On-Hit Invuln
11xN All 4 4 134 Strike 1~3
Low Profile 51~129

Millia creates 5 level 3 Living Lancers that float for a little before homing in on the opponent's position. Has a small close range hitbox up close that can hit the opponent and will combo them into any projectiles that appear in front of her. One of the best supers in the game, and incredibly hard for most characters to contest. While it has a lot of recovery, the projectiles stay on screen for a long time and will often hit delayed from each other, making it unpunishable except in rare circumstances. They will track the opponent for as long as they're out, making it very difficult to get around. Jusst like regular Level 3 Living Lancers, the projectiles destroy and block any other projectiles with the sole exception of Ky's Level 3 Stun Edge. While the individual projectiles don't do high damage, they add up, especially since the move can very easily be spammed in desperation. While it is a fully invuln reversal, when done up close it's more likely to get punished so it's a bit risky.

  • First projectile appears frame 5, then 9, 13, 17, and 21
  • After 51 frames, they will start homing towards the opponent
  • Any projectiles that don't hit the opponent will disappear after 134 frames
  • The pattern of the projectiles appears to be random.

Colors

GGML Millia Color 1.png
GGML Millia Color 2.png
GGML Millia Color 3.png
GGML Millia Color 4.png
GGML Millia Color 5.png
Default
Alt. 1
Alt. 2
Alt. 3
Mirror


Navigation

Millia