GGST/Millia Rage: Difference between revisions

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* Only the last hit will wall break
* Only the last hit will wall break
* Invincible start-up
* Invincible start-up
Millia's reversal super that's also her only reversal in general. Despite it being her only true reversal, Winger is rarely ever used to reversal due to it being extremely minus on block and having a very small horizontal hitbox. Instead, it's better to use FD > Super jump, Yellow RC, or FD > Septum Voices to escape. However the move is still useful for wall breaking as it does more damage than Septum Voices and gives a hard knockdown. Beware though, if the opponent is too high then the final hit will whiff the wall break. Millia can use this whiff to her to advantage though by doing a jump > airdash for a high/low mixup.
Millia's reversal super that's also her only reversal in general. Despite it being her only true reversal, Winger is rarely ever used to reversal due to it being extremely minus on block and having a very small horizontal hitbox. Instead, it's better to use FD > Super jump, Yellow RC, or FD > Septem Voices to escape. However the move is still useful for wall breaking as it does more damage than Septem Voices and gives a hard knockdown. Beware though, if the opponent is too high then the final hit will whiff the wall break. Millia can use this whiff to her to advantage though by doing a jump > airdash for a high/low mixup.
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Revision as of 16:49, 22 September 2021



Overview
Overview

Millia Rage uses swift and graceful aerial movement to spy for opportunities to score a knockdown. She then transitions to deadly okizeme mix-ups to efficiently eliminate her opponent, well expected of a master assassin.

Her mobility makes traversing the battlefield a breeze. She runs quickly, has two air dashes and two special moves that alter her air momentum in Turbo Fall and Kapel, netting her for whiff punishes with j.K and j.S. She can also fish for knockdowns with ground attacks like f.S, 2K and 5K, the last of which can gatling into itself for good mix-ups and stagger pressure.

Millia has access to unmatched oki setups via H Tandem Top. She recovers before the disk’s hitbox activates, giving her ample time to mix up the opponent. She has a great box of tricks to open them up: 2K, 2S, and 2D are good lows, whereas 6K, 5D, Bad Moon and air normals provide her with many overheads. She can cross-up with j.H or pass through opponents with Turbo Fall or Mirazh. By cycling these tools, Millia can loop her opponent in guessing situations over and over until they meet a swift end.

Millia’s weakness is that unfavorable positions are especially dangerous for her. Her defense value is pitiful, and her lack of fast pokes and meterless reversals makes it difficult to escape pressure. However, with good usage of her movement and spacing tools, bad situations can be avoided.

With incredible aerial movement and devastating, looping okizeme set-ups, Millia is nothing less than the setplay queen of Guilty Gear.

 Millia Rage  Millia Rage , classified as a High Speed type, is a wielder of the forbidden art that turns her hair into a weapon---blink and you'll miss her swift movements.

Pros
Cons
  • Floats like a Butterfly: An extra airdash, a fastfall, a command double jump, and a fast run on the ground makes Millia one of the fastest characters in the game.
  • Stings like a Bee: While the damage of her individual combos may not be very high, many of her combos will lead into hard knockdowns allowing her to loop okizeme until death.
  • Low Execution Requirement: The overwhelming majority of Millia's combos and okizeme are pretty easy to execute, or at least when compared to older version of Millia.
  • Good Neutral: Despite Millia's buttons being only slightly above average, when combined with her extremely high mobility, she easily commands the pace of the match without the need of a traditional fireball.
  • Setplay Queen: Using H Tandem Top after a hard knockdown opens up a 4-way mix-up, multiple DP baits, and combos that loop into even more knockdown mix-ups.
  • Oppressive Pressure: Millia's 5K and c.S being able to gatling into high/low mixups, jump cancel into left/right mixups, frame trap, or simply recover fast enough to allow run up grab means these moves offer Millia some of the best pressure in the game.
  • Good Mix-up options off RC: Unlike most other characters, Millia tends not to use meter for combos, but rather for creating 4-way mixups that can easily start her okizeme loops going. Even if the mixups fails, she can usually continue her pressure afterwards with 5K or c.S.
  • Difficult Learning Curve: Although her combos and okizeme have a low execution requirement, perfect usage of her mobility, footsie tools, and limited defensive options are completely non-negotiable skills to have. Dying after only a few mistakes is the main downfall for beginners.
  • Burst Unsafe: Millia's combos tend to build-up a lot of burst while also being burst unsafe at the same time. This means that burst-baiting will end up being a big part of her game plan.
  • Paper-thin Bones: By having the second lowest health in the game, a mediocre guts, and a high R.I.S.C. multiplier means that she is one of the fastest characters to get K.O.'d.
  • Weak Defensive options: Millia's poor defense stems from her jabs being the slowest in the game and her lack of a meterless reversal. This means escaping her opponent's pressure can be quite difficult especially if they have moves with plus frame advantage.
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Millia Rage

Normal Moves

5P

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 All 7 3 12 - None

  • Jump cancelable
  • One of the few 5K that can gatling into itself.
  • Can OTG into [jump cancel > air dash] for a 4 way mix-up (airdash twice to crossup, but be aware, doing so is not safe against mashing).

5K is Millia's main long range pressure tool and hit confirm into meaty H Tandem Top oki. Its longer range and lower commitment is what separates it from c.S as a pressure tool, but it has more limited follow-ups and weaker frame traps. It can also act as a superior poke to f.S due to 5K having better follow up options, but this is only true if Millia gets real close to do 5K.

On hit, 5K should always be gatling into 2D > H Tandem Top for an oki set-up since 5K doesn't really have any high damaging combos anyway. On block, 5K is a completely different beast. Since 5K can gatling into itself, it can be used to frame trap the opponent to condition them to not mash. Once they stop mashing, Millia can start going for delayed mix-ups like 6K, [jump cancel > air dash], Mirazh, or [dash > 5K/c.S/grab].

Gatling Options: 6P, 5K, 2K, 6K, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
15×2 All 7 3, 3 13 - None

  • Hits twice, jump cancelable on both hits.
  • Has a combined active hitbox of 6 frames meaning it can catch any backdash if timed correctly.
  • The first hit can OTG into [jump cancel > air dash] for a 4 way mix-up (airdash twice to crossup, but be aware, doing so is not safe against mashing).

Easily Millia's best move hands down thanks to its great pressure, great block strings, great combo links, hit confirms, can anti-air, can burst bait, can OTG mixup, and catch jump outs/back dashes. Pretty much anything Millia needs, this move offers. The only problem is getting close enough to use the move in the first place. Millia's main openings for getting this move to land are going to be meaties after knockdowns, a mirco dash after poking with 5K, and anti-airing.

Using c.S as a pressure tool is pretty much identical to 5K. However, it has the advantage of hit confirming so Millia doesn't have to guess if they blocked and also has much more varied block string routes to keep the opponent guessing. Although her c.S combos may not be high in damage, they make up for that by pretty much always leading into hard knockdown which can start her deadly okizeme loops. Due to it's high vertical hitbox it can also be used to anti-air against most jump-ins when spaced correctly, or even catch jump-outs during her pressure game.

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

f.S

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
42 All 12 4 23 - None

  • Fully extends at frame 14.
  • Causes a small ground bounce on air hit.

Millia's main ender to her block string frame traps along side with 2H. Compared to 2H, 5H is more likely to consistently hit due to it's larger horizontal hitbox, but Millia loses out on better meterless punishes. Note that 5H is only safe at mid-long range. If Millia does end up being too close to be safe, she can link into Lust Shaker which is safer than 5H (makes Millia -5 instead of -8) and won't leave any gaps to mash a reversal.

5D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 High 20 3 26 - None

  • Data in [] represents values when fully charged.
  • Holding up during the hitstop frames of charged dust will activate homing dust.
  • Doing a homing dust will cause an area shift and put the opponent into a unique air combo state.
  • Ending your homing dust combo with the homing dust finisher will hard knockdown the opponent.
  • Homing dust can sometimes increase meter balance enough to activate positive bonus.

While uncharged dust may be faster than charged dust, since uncharged dust doesn't combo and leaves Millia on neutral frame advantage (which is extremely bad for her) it ends up never getting used. Meanwhile, charged dust due it's large and easy to spot animation combined with it's slow start up, it can be pretty easy for a capable opponent to react and block Millia's charged dust. Charged dust is mainly going to be used as a punish or a follow up to H Tandem Top since the plus frames will keep Charged dust safe. It's also possible to get a cheeky charged dust to work if the opponent was waiting for a different mixup to react to.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 All 9 9 16 - 1-2 Upper Body
3-11 Above Knee

  • Universal upper body invulnerability attack.
  • Hard knockdown on air counter.

Fast upper-body invincibility attack that's good for beating jump-ins (especially air dash jump-ins). The upper-body invul can also be useful for low profiling most long range pokes if timed correctly. If Millia gets an air counter hit in the corner, then it's possible to set up a meaty H Tandem Top oki.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 High 28 2 10 - 13-29F Below Knee

  • Makes Millia +4 on standing hit, +5 on crouching hit.
  • Very mild ground bounce on air hit.
  • Despite what the animation may suggest, the move is not considered airborne. Therefore it is not grab invincible.

Out of all the overheads Millia has, 6K is tied with charged dust as being her slowest overheads. Despite it being one of the slowest, it's probably the most useful overhead out of all of them. It's the only overhead that's not only plus on hit (+4/+5), but also plus on block (+1). Meaning that as long as the move hits, it's an extremely low risk way to overhead the opponent. On hit, +4 frame advantage is enough to get a 2K out to catch any attempts to jab Millia, but normally Millia will get a +5 from crouching hit which allows her to use 5K instead. In practice though, it's usually better to do run-up grab or c.S over 5K/2K since getting a successful 6K means the opponent didn't expect to get overhead reducing their reaction speed. On block, +1 isn't enough to extend pressure, but at least it means Millia can't get punished like other overheads do when they get blocked. Other overheads like TK Bad Moon are still useful and important because 6K can be fuzzy blocked if Millia exclusively goes for it.

Pro Tip: Be sure to condition the opponent not to mash with frame traps before trying to go for 6K.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20,40 All 15 5(13)4 23 - 9-21F Airborne

  • First hit makes Millia airborne making it grab invincible and air-special cancelable.
  • If blocked, there is a 2 frame gap in-between both hits
  • Has a niche usage of catching wake-up backdash.
  • Long ground bounces on air hit.

6H is a move that can used in both combos and block strings much like 2H. When used in block strings, 6H will auto frame trap the opponent, but it can be punished if the opponent uses an invincible reversal inbetween the two hits. It is generally advised not to block string with 6H unless Millia is going for a Bad Moon. In terms of comboing, 6H will be mainly used as a combo extender for it's superior corner carry, higher damage, and it's ability to sometimes loop when combined with Mirazh for even more damage. However, in most situations 2H is generally a better combo extender.

If Millia gets a counter hit 6H, she gains access to some high-damaging combos with the help of Turbo Fall & Kapel. The most common scenario to get counter hit 6H is when it's used to meaty an opponent. The first hit of 6H is considered airborne meaning meaty 6H will counter hit a player who spams wake-up grab. After the counter hit, Millia can either use Turbo Fall (lower damage but higher consistency) or Kapel (higher damage, only works up close, whiffs on Ino) to get potentially high damaging combos thanks to 6H's minimal damage scaling.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 All 4 2 10 - None

Unlike 5P, 2P can hit crouching opponents and is also a frame faster, but has the downside of reduced range. As a defensive jab, this move is inferior to 2K as 2K has more range and stronger punishes. Instead 2P's main usage falls under baiting yellow RC. Since Millia really struggles to escape during the YRC guard crush state, it's not too uncommon for higher level players to spam YRC during her pressure. If she hits her opponent with 1P on block, 2P will still come out, but holding the 1 direction means she'll automatically block any YRC attempt. If they don't YRC, do a delayed 1P again to reset to neutral or walk/run-up grab to tick throw.

Gatling Options: 5P, 2P, 6P, 6K, 6H

2K

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Low 11 2 18 - None

  • Trips on air hit.
  • 90% proration.

Millia's staple block string follow up after c.S due to it hitting low and having good counter hit combos after a frame trap. Can also be used as an alternative poke to f.S, as it has better reward on counter hit and is only slightly shorter in range. Great combo extender in certain situations due to the trip on air hit.

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 All 14 7 17 - None

  • Launches on hit.

2H is a move that can used in both combos and block strings much like 6H. When used in a block string, 2H can have massive punishes if it counter hits on frame trap and is also slightly safer than 6H and 5H. However, the move is risky to use in block stings. With dash momentum, 2H just barely works after a 2S. But if the opponent uses FD, 2H will whiff regardless of dash momentum. In combos, it's extremely useful due to its launch on hit property. The launch on hit keeps the opponent in the air longer after Iron Savior giving more time for oki set-ups. Alternatively, Millia can take advantage of the launch to setup Septem Voices' combos.

2D

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 High 5 4 12 - None

  • Millia's fastest attack

Doing an airdash before hand allows Millia to do a double overhead using two j.Ps while still linking into 2K > 2D which can catch the opponent off guard. Alternatively you can airdash j.P into run up throw as an airborne tick-throw which can scare the opponent into choosing an option after getting hit with j.P. It's also used to setup safe jump after Iron Savior. This can be done either by doing: [jump forward > j.P (whiff), airdash > j.H > ...] or by doing [micro dash > jump forward > j.P (whiff), airdash > j.H > ...] for a crossup safe jump. Some players swap j.P for j.K claiming better consistency, but this is up to personal preference.

Gatling Options: j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 High 6 4 12 - None

  • Jump and air-dash cancellable.

One of Millia's main air combo tools along with j.S and j.D. In combos, j.K is interchangeable with j.S. However, j.K will deal less damage than j.S, but it is faster, has a larger hitbox, and launches the opponent higher. Millia can also use it to overhead the opponent during a mixup if she needs something faster than j.H. It's also an important tool during delay H Disc for preventing jump outs. Rising j.K into another air normal before landing is good way to control air space.

Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 High 7 4 14 - None

  • Jump and air-dash cancellable.
  • Millia's only air normal that can counter hit combo
  • Whiffs on most crouchers or low profile attacks
  • Has extra hitstop frames on block.

Millia's main air combo tool and air-to-air poke. As an air combo tool, j.S will deal more damage than j.K. But if j.S might whiff, it needs to be swapped for j.K to keep the combo going. It's also a great air poke due to it's counter hit property and range. j.S has multiple counter hit combos that can be linked into, but they can be quite tight sometimes depending on the scenario. The move also has a niche usage as an anti jump-out tool during delay H Tandem Top oki. Since the move counter hits and has more block stun than j.K, it's more useful for punishing jump-outs and stand blocks. Also it's whiff on crouch property might be considered useful for trying to hit confirm whether they are stand or crouch blocking. Rising j.S into another air normal before landing is good way to control air space.

Gatling Options: j.H, j.D

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 High 8 10 25 - None

  • Jump and air-dash cancellable.
  • Hits both sides of Millia.
  • Has extra hitstop frames on block.

Millia's main left/right mixup tool in the air thanks to its hitbox hitting both sides of Millia. It's low hitbox also grants it the ability to easily hit crouching opponents and even 6Ps. It will also be the main go to air normal for safe jumping due to it's decently high attack level. If j.H hits the opponent, its main follow ups are 5K/2K. If it gets blocked you can use c.S instead although reacting to a block is a little tricky even with hitstop frames.

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 High 9 7 27 - None

  • Jump and air-dash cancellable.
  • Does not launch on hit.
  • Slows down Millia's fall during startup and shifts her upwards during the active frames.

j.D is mainly only used for air combos, but it does have a niche usage as a mixup tool. Since j.D will shift Millia's momentum upwards, airdash canceling a j.D sets up a crossup. Be aware though, that it can be reacted to by a capable opponent or be mashed, so use it sparingly. j.D is death on whiff so always combo into it instead of doing it raw.

Universal Mechanics

Ground Throw

6D or 4D

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

  • Doing a back throw into the corner leaves enough room for Millia to crossup.

Allows Millia to set-up a delay H Tandem Top oki. It's possible to throw again before the disc even hits, but it's only really possible in the corner. Alternatively it's possible to instead OTG with 5K or c.S(1) to set up a 4-way mixup, or alternatively she can do a basic j.P safe jump. OTG and safe jump are generally preferable when the opponent has a DP or reversal habit as delay H Tandem Top oki struggles too much to be worth using when reversals are involved.

Air Throw

j.6D or j.4D

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Air grab isn't really used much since Millia's air normals are usually preferred tools for anti-airing. They're safer and are usually easier to pull off. Air grab won't setup any okizeme mixups midscreen, but in the corner she can do a basic high/low mixup with an airdash. The move isn't completely worthless midscreen however, she does has time to meaty with c.S.

Special Moves

Tandem Top

236S/H

Template:FrameDataWithName-GGSTTemplate:FrameDataWithName-GGST
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln

Also known as "Disc" by the community.

S Tandem Top
  • Meaty contact can increase her frame advantage up to -1.
  • Launches Millia upward allowing her to evade certain attacks while still putting offense.
  • Puts Millia in counter hit state for the entire duration.

Great poke for players that abuse long range disjointed pokes such as Sol's 6S, Gio's 2D, Ramlethal's f.S, etc. It can also be used as a combo ender when f.S > 5H will not link into Iron Savior due to distance. Can be used for corner combos when combined with 2H because the launch from 2H will cause S Disc to hit meaty. 2H meaty S Disc will link into anything faster than 12 frames.


H Tandem Top
  • Launches Millia even higher and recovers before landing with all air options still being available.
  • When referring to it's use during okizeme, the move has two different versions: Meaty H Disc (hits opponent immediately) and delay H Disc (doesn't hit immediately)
  • Meaty H disc setups: 2D, air counter hit 6P, Septem Voices, any delay H disc starter + purple RC, any red RC hit
  • Delay H disc setups: Ground grab, 2H, air-hit c.S, air-hit 6H, Iron Savior, delaying a meaty H disc starter
  • Note: 1) Some setups only work in the corner. 2) Not all delay H disc setups are the same. Some have bigger gaps than others.

Meaty H disc is probably Millia's most important knockdown okizeme of all as it has the highest chance of successful mixup due to its mixup chains. Her main mixup chain starts with either an early airdash or a late airdash for a left/right mixup. The next mixup would be to airdash again to either hit high with an air normal (j.K usually) or land and go for a 2K. If the final mixup fails, then Millia can either run up grab or c.S. It's best to use as little of the chain as possible, as going deeper into the chain makes the follow ups weaker. To bait DPs and reversals, Millia can do a delayed Turbo Fall to safe crossup, but only if she is close enough to the opponent. Alternatively she can airdash early for crossup and block the reversal for a punish (usually 2K > 2D) or land on same side and block for a punish (usually 2H > Mirazh > ...).

Delay H disc is significantly worse than its meaty counterpart, but it's still useful when done correctly. The main problem with delay H disc is jump-outs and reversals. Although not all of them suffer from this, the main delay H disc setups (Ground grab and Iron Savior) will. Using j.K is the main method of dealing with jump-outs due to it being pretty fast and having a higher attack level than j.P. However j.S and j.H are also good options as j.S can counter hit, and j.H can hit 6Ps. Once the opponent has been condition not to jump out, Millia can use delay H disc the same way she would a Meaty H Disc. If there is a good chance of the opponent will use a DP or reversal, then don't go for delay H disc but instead go for Safe jumps as they have a much higher chance of success. It's also possible to fake out a delay H Disc with forward-drift RC if timed correctly.

Bad Moon

j.236P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5×N, 31 High 11 Until Landing 20 + 12L - None

  • Can be used on the ground with a Tiger Knee input (2369P or 2369P).
  • Tip #1 for TK: Slightly delay the P because there's a 4 frame startup to jump.
  • Tip #2 for TK: If Millia is jump canceling after a normal, wait until the very end of the normal's animation before doing TK.
  • Tip #3 for TK: Doing a 23698P input still works as a Tiger Knee (useful for up-drift RC)
  • Fastest TK Bad Moon is 16 frames.
  • Alternatively Millia can use [6H(1) > 236P] to use Bad Moon on the ground. But this is not only slower, but also 6H MUST hit or else Millia can't cancel into Bad Moon.

Millia's infamous instant overhead. The move is very fast and hits overhead which is useful for mixing up the opponent, however, without RC the reward for actually landing the move is very low. Midscreen Millia can only meaty with f.S or 2D while in the corner it's possible to at least meaty with c.S. While these meaties are acceptable follow ups, having 50 meter to use RC makes this a much more powerful tool. tk.236P > 88.RRC can either hit confirm into a combo or lock the opponent in blockstun for a brutal 4-way mixup. Another common usage for Bad Moon besides as a mixup is for ending her air combos, however, using Kapel safe jumps and c.S relauches will generally lead into more favorable outcomes.

Iron Savior

214P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
43 Low 20 till corner 17 + 10L - 10F onwards Airborne

  • Nicknamed "Hair Car" by some players
  • Gives a hard knockdown which is usually followed up with a j.P/j.K safe jump.
  • Millia jumps forward upon recovery making her easier to punish, but it can also open up combo opportunities in the corner.
  • Iron Savior originally had a glitch where if she clashed with the move, she would be stuck in the animation for an extended period of time. As of V1.09, this has been removed.

Traditionally the other part of Millia's Bad Moon 50/50, but it's too slow now and has been replaced with 2S. Now the move only serves the purpose of being used for ending combos or setting up RC mixups. When linking into Iron Savior, 2H is generally preferred over 5H or 6H, as using [2H > Iron Savior] leaves Millia even more plus and also closer therefore allowing better oki. Iron Savior also sets up a delay H Tandem Top oki in the corner.

Doing a fast red RC is an extremely scary and effective way to mix up an opponent after an Iron Savior. Forward-drift FRRC into j.K for an instant high, or down-drift FRRC into 2K for an instant low. Delay mixups are also possible if the opponent tends not to mash. Forward-drift FRRC j.H into delayed grab is a pretty reliable mixup. But if they try to fuzzy jump/throw clash, then no-drift FRRC j.H into 2K should be outside grab range while also punishing the jump-out (Note: shorter block strings will still leave you close enough to be grabbed). Another delay mixup is Forward-drift FRRC j.D into airdash j.H for a crossup.

Turbo Fall

j.236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
- - 14 - 9L - None

  • Goes through opponents.
  • Can be canceled into from a 6H(1).
  • In Counter Hit State for the entire duration.

Millia pauses and then shoots downward at a steep angle. Good to mixup people with as it's yet another way for Millia to change her air momentum. It also has applications for okizeme as it allows Millia to quickly cross through opponents and end up on the other side allowing for a high/low/grab mix. This is especially useful after a meaty H Tandem Top oki to counter any reversal attempts if close enough and timed correctly.

Mirazh

214K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
- - - - Total 26 - 1-2F Upper Body
3-22F Above Knee

  • Can phase through opponents.
  • Very similar upper body invulnerability to 6P.
  • In Counter Hit State until frame 19.
  • Millia starts moving at frame ~11 and stops moving at frame ~25.

Millia's Roll replacement. The low profile isn't as good as it used to be, but it still retains the ability to cross through opponents. Due to how long it takes to recover from Mirazh, this is probably one of the weaker options Millia has for delay mixups. Both run up and Mirazh use the same follow ups of grab/c.S and also get beat out by the same option which is mashing. However, run up is faster than Mirazh and crossing up doesn't matter if the opponent mashes anyway. Instead, Mirazh will usually get used for burst baits, combos, and oki setups. Another interesting note, since the move has upper knee invul like 6P, it's technically possible to experiment with the idea of avoiding anti-airs with this move rather than committing to an attack.

Lust Shaker

214S (mash OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
7×3, 7x6, 7x9 All 13 [1(3)]×2~8, 1 -16, -18, -20 - None

  • Depending on how much Millia mashes S, Millia can get 3 different versions: 3-hit, 6-hit, and 9-hit
  • Each version has slightly more range than the last
  • Chip damage is underwhelming but FD meter drain is godlike
  • Data in [] refers to mashed versions.

3-hit and 6-hit are safe on block depending on distance, however, some characters can punish 9-hit regardless of distance (like Sol's 6H). Mainly used to make unsafe block stings more safe, frame trapping, or to drain the meter of an opponent who abuses FD.

Kapel

j.236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 All 13 3 12 - 1-12F Lower Body

  • Millia recovers in air after half a second and can still use attacks or specials but not airdashes or double jumps.
  • In Counter Hit State until frame 15.

Millia's main counter to an opponent trying to anti-air her. Useful in the same situations that Pin was as a way to fake out an approach. Due to how committal anti-air normals are in Strive, baiting one with Kapel will usually let Millia whiff-punish it once she lands. Even if you can't get a proper punish, you can at least pressure with 5K or c.S. During an air combo, it can be used to adjust the height between her and the opponent particularly in terms of wall breaking. If Kapel hits the opponent and launches them in the same direction Millia goes, you can meaty with c.S.

Overdrives

Winger

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×5,50 All 8+1 10(9)15 40 - 1-8F Full
7-40F Airborne

  • Rises up to do 5 hits, then dives for a stronger final hit.
  • Only the last hit will wall break
  • Invincible start-up

Millia's reversal super that's also her only reversal in general. Despite it being her only true reversal, Winger is rarely ever used to reversal due to it being extremely minus on block and having a very small horizontal hitbox. Instead, it's better to use FD > Super jump, Yellow RC, or FD > Septem Voices to escape. However the move is still useful for wall breaking as it does more damage than Septem Voices and gives a hard knockdown. Beware though, if the opponent is too high then the final hit will whiff the wall break. Millia can use this whiff to her to advantage though by doing a jump > airdash for a high/low mixup.

Septem Voices

236236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×2,60 All 4+5 Until corner Total 43 - 9-26F Airborne

  • Leaves Millia extremely plus on hit
  • Juggles opponent on air-hit making it even more plus
  • Beats every non-super projectile in the game. Loses to every super projectile except Zato's Sun Void (trades but Eddie will still come back)

Using Septem Voices is probably one of the more important usages of meter for Millia besides setting up 4-way mixups with RC.

As a reversal tool, despite it not having any invul, Septem Voices can actually be a really useful way to get out of pressure given the right circumstances. As long as, the opponent isn't close enough to intercept Millia (using FD can make this a possibility), whipping out Septem Voices is an extremely consistent way of getting out of pressure. The only way to stop reversal Septem Voices is to jump, but this can be baited by merely waiting and then running under their jump. If they don't jump, use super jump to escape instead.

It's also an amazing tool for comboing. Septem Voices does a lot of damage to the opponent and doesn't increase scaling making combos involving the move pretty high in damage (at least by Millia standards). Landing Septem Voices on hit leaves Millia plus enough to dash and setup a meaty H Tandem Top oki. However on air-hit, the air juggle Septem Voices causes leaves Millia so plus she can actually combo off it. Making air-hit Septem voices a strong option to finish off an opponent.


66% complete
Page Status %
Overview Images added by MDD, still needs overview paragraph, improved move description and playstyle description. 13/20
Combos Still needs combo theory, example videos and more combo notations. 3/10
Strategy Empty. 0/20
Frame Data Seems complete. 50/50
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External References

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

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