GGST/Millia Rage: Difference between revisions

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Revision as of 19:19, 2 February 2022



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 (Turbo Fall and Kapel) allowing her to easily whiff punish the opponent. She can also fish for knockdowns with ground attacks like f.S, 2K and 5K. Using 5K is especially powerful as it can gatling into itself for good mix-ups and stagger pressure.

♦ Millia has access to unmatched okizeme due to her extremely powerful H Tandem Top projectile. She recovers mid-air before the disk is active, giving her ample time to mix her opponent with the many tools in her box of tricks. Her main low is 2K while her main highs are 6K, 5[D], and any air normal. Her j.H is especially notable due to it's low hitbox and ability to hit both sides of Millia. She can even cross-up with an airdash or with Turbo Fall and Mirazh depending on the setup.

♦ Millia's Mirazh also has the very unique and powerful ability to be special canceled mid-animation. This allows her to get better combo conversions she normally wouldn't get before or to make previous conversions more consistent and easier. It also brings her closer to her opponent after knockdowns allowing her to get better oki mixups or to even setup H Tandem Top in situations where she couldn't before.

♦ Millia’s main weakness is her low health combined with her high R.I.S.C gain. This means that Millia is highly susceptible to "Touch of Death" or ToD combos, as well as losing fast in general. Furthermore, her defensive options are insignificant in balancing it all out. Her fastest jab, 2P, isn't particularly fast and has very little reward on-hit. Her only reversal is her super, Winger, which has subpar horizontal range and is easy to punish. The invulnerability on her backdash is below average (4f), although it makes up for this by having a fast recovery (16f total duration). She also has a very low meter multiplier, causing her to generally gain less meter than her opponent does, making it hard to offset their offense with defensive tools like Faultless Defense, YRC, or super.


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.
  • 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.
  • Low Health: By having the second lowest health in the game, mediocre Guts, and a high R.I.S.C. multiplier, Millia is prone to losing fast.
  • Lacking Defense: Millia's average defensive tools don't fully compensate for her poor health stats. Her natural meter gain is also lower than most characters, limiting her use of Faultless Defense as well as her reversal unless she manages to get her own pressure off.
  • Burst and YRC Prone: Millia's offense tends to build up more burst and meter for her opponent than herself, while also being unsafe against the defensive options they allow. This means that baiting burst and YRC can end up being a big part of her gameplan, adding more inherent risk to her pressure.
  • Difficult Learning Curve: Although her combos and okizeme have a low execution requirement; solid usage of her mobility, footsies tools, and limited defensive options are non-negotiable skills to have. Such overall punishing gameplay can make it difficult for beginners not to lose from only a few mistakes.
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Millia Rage

Normal Moves

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

5P

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 All 7 5 7 -2 None
Total: 18

  • Can gatling into itself
  • Whiffs on most crouching characters.

Deals decent damage and has good range for a 5P, but it'll whiff on most crouchers. 5P is useful for anti-airing thanks to its high hitbox, good speed, and decent combos off air-hit. It's also useful for controling space in-front of Millia to preempt an attack/approach due to it's decently long active frames and low recovery.

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

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 -3 None
Total: 21

  • Jump cancelable
  • One of the few 5Ks that can self-gatling.

5K is Millia's main long range poking/pressure tool, tick-throw jab, and hit confirm for meaty H Tandem Top okizeme. Its longer range and self gatling property is what separates it from c.S as a pressure tool, but it's at the cost of better mixups and 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 with an up close dashing 5K.

On-hit, 5K should always be gatling into 2D > H Tandem Top (236H) since 5K doesn't have any other good combos. On-block, 5K can tick-throw up close or dash grab when they're a bit too far. She can then gatling into 6H to punish tech throws, mashing, and backdashing to complete her strike/throw mix. If the opponent becomes too focused on her strike/throw mixup game, she can start abusing jump cancel > airdash to reset pressure. It's also possible to high/low mix since [5K > jump > Bad Moon] and [5K > 2K > 2D] have roughly the same timing making it hard to fuzzy guard. However the reward for Bad Moon isn't great midscreen and 2D can't be hit confirmed making the low unsafe.

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 +1 None
Total: 28

  • Hits twice, jump cancelable on both hits.
  • Has a combined active hitbox of 6 frames meaning it can catch most backdashs 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).

Her c.S is one of her most important tools due to its amazing block string pressure/mixups, self hit confirms into very good combos, and can also anti-air. The most difficult part of using c.S is knowing when to use it as it has a very short proximity range. Millia's main openings for using c.S are going to be meaties after knockdowns, a micro dash after poking with 5K, jump-ins, and anti-airing.

On-block, c.S can pressure the opponent the same way 5K does, but it can also gapless block string mix with Bad Moon/2S or gatling into one of her H normals to counter different options from the opponent. On-hit, c.S can either be gatling into full combo for maximum damage, or it can be gatling into lower damaging combos that will setup H Tandem Top oki instead. As an anti-air, c.S's high vertical hitbox is very useful as it can catch most character's jumps. However c.S can be easily baited, so it should only be used if the opponent has weak air stalling options or it's 100% guaranteed to hit (the startup of jump or an opponent landing with no options left).

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 -8 None
Total: 38

  • The move has two hitboxes: a close hitbox and far hitbox
    • Close hitbox is active on frame 12 and is about the range of her 2P
    • Far hitbox is active on frame 14 which leaves her -6 on block instead.
  • Causes a small ground bounce on air hit.

5H is used in both combos and block strings along with 2H and 6H. Compared to 2H, 5H is more likely to consistently hit due to it's larger horizontal hitbox, but Millia loses out on better meterless counter hit combos. Due to how her 5H hitbox works, it's usually only safe when used at mid-long ranges. It is possible to make close 5H safer by canceling it into Lust Shaker thanks to Lust Shaker being -5 instead of -8. Close 5H into Lust Shaker is gapless so the opponent can't mash a reversal, however, far 5H into Lust Shaker will usually have a small gap that can be mashed.

5D

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
40 High 20 3 26 -15 -
50 High 28 3 26 -10 -
Total: 48
Total: 56

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Uncharged dust is useful for beginners as [5D > 88.RRC > ...] is easier and only slight slower than [tk.236P > 88.RRC > ...], but is significantly faster than [6H(1) > j.236P > 88.RRC > ...]. It can also be used as a way to cash out on built-up R.I.S.C. gauge by doing [5D FRRC c.S > ...]. But since Millia tends to focus more on mixups rather than block strings, this isn't really practical as her opponents will not have enough R.I.S.C. to justify this technique. Avoid using uncharged dust without RC as uncharged dust on-hit leaves Millia on neutral frame advantage which is extremely bad for her.


Charged Dust
  • Data in [] represents values when fully charged.
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Due to it's large and easy to spot animation combined with it's very 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 tool or as 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 or due to reduced reactions speeds caused by rollback frames.

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 -11 1-2 Upper Body
3-11 Above Knee
Total: 33

  • 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. Getting an anti-air counter hit with 6P is extremely important as it allows her to set-up meaty H Tandem Top oki from anywhere on screen thanks to Mirazh canceling.

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 +2 13-29F Below Knee
Total: 43

  • Despite what the animation may suggest, the move is not considered airborne. Therefore it is not grab invincible.
  • 6K is tied with charged dust (5[D]) as being her slowest overhead.
  • Can be canceled into other specials/supers on hit or block.
  • Forced crouch on ground hit, mild ground bounce on air hit.

6K is a slow overhead that can combo on-hit or be made safe on-block by using special/super cancels. Lust Shaker is the main special cancel as it's safe on 3-hit and soft knockdowns on 9-hit. With meter, forward drift PRC S Tandem Top can combo into a corner carry soft knockdown or a 4-way mixup if it's blocked. Alternatively, Septem Voices on-hit can be converted into a H Tandem Top oki setup, and it also leaves her plus on-block although it's only useful in the corner. The best place to use 6K is in the corner since most of it's follow-ups are most rewarding in the corner.

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 -8 9-21F Airborne
Total: 61

  • First hit makes Millia airborne making it grab invincible and air-special cancelable.
  • Long ground bounces on air hit.

6H is used in both combos and block strings along with 2H and 5H. When used in block strings, 6H is usually used to frame trap, chase down an opponent using FD, or to special cancel into Bad Moon (generally not advised in high level play). In terms of comboing, 6H is great for it's superior corner carry, higher damage, and it's ability to sometimes loop when combined with Mirazh. 6H leads to one of her highest damaging combos off counter hit as she can cancel the second hit of 6H into a Mirazh cancelled Iron Savior for high damage. CH 6H will mainly come from meaty 6H after a knockdown to counter wake-up grab.

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 -2 None
Total: 16

  • Millia's fastest jab
  • Can gatling into itself
  • Can OTG into Mirazh for a left/right mixup, extremely strict timing to avoid losing to grab.

2P is Millia's fastest jab allowing her to use it defensively to escape pressure or to intercept an opponent's tick-throw. She can also use it as a tick-throw herself, but 5K is usually better since it has multiple mixup options and much scarier frame traps. 2P is also effective at baiting yellow RC and burst. If she hits her opponent with 1P, the 2P will still come out and it'll automatically block any YRC/burst at the same time. If they don't YRC/burst, she can either do a tick-throw or a delayed 2P to reset to neutral.

Tip: Mashing jump is almost always better as a defense tool. 2P is somewhat slow (5f startup) and has very little reward on-hit (6-9% dmg and soft KD), but the risk is getting counter hit into a 50-70% combo. Jump on the other hand has 4f startup, won't get counter hit, and once airborne she's only punishable with hard reads. If Millia wants to mash a jab, 2K is better because at least the reward is worth the risk.

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

2K

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 Low 6 3 12 -3 6-13F Low Profile
Total: 20

  • Can OTG into Mirazh for a left/right mixup (Doesn't work on PO, FA, NA, GO).
  • Trips on air hit.

2K's speed makes it great for whiff punishing an opponent or as a low mixup. It can also be used as a defensive jab over 2P as it has better reward and range at the cost of being slightly slower. Combos into 2D allowing for a meaty H Tandem Top oki. Against non-big body characters, 2K can also OTG into Mirazh for a nasty two way mixup. In order to do this, Millia must be as close as possible with as much dash momentum as she can, using 3K instead of 2K might help with consistency. Trip on air-hit can also offer a very niche combo extending property.

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

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 -6 None
Total: 30

  • OTG damage isn't her highest, but it can be Mirazh canceled into Lust Shaker chip damage (delay slightly).
  • Trips on air hit.

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. It's also useful as an alternative poking tool for f.S as it doesn't whiff against low profiling opponents an it also has more rewarding combos on counter hit. The only real downside is the slightly lower range and longer startup. 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 -7 None
Total: 37

  • Launches on-hit
  • If Millia doesn't follow up, opponent will soft knockdown after landing (+40 Alone/+35 with Mirazh).

2H is used in both combos and block strings along with 5H and 6H. When used in a block string, 2H can have massive punishes if it counter hits on frame trap. However, the move is risky to use after a 2S as it tends to whiff (especially if the opponent FDs). In combos, its launch on hit property is extremely useful as 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

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
30 Low 12 3 19 -8 None
Total: 36

  • Makes opponent hard knockdown giving +48 frame advantage (+45 with Mirazh)

Millia's primary set up for meaty H Tandem Top okizeme. 5K and 2K are the main moves Millia will use to gatling into 2D. Gatling c.S into 2D is also an option, but this is generally only done if the opponent is to far to consistently gatling into higher damaging combos. It's important to be careful when using 2D. Because 2D is -11 on-block and doesn't have any no-gap cancels to make it safe, a blocked 2D can potentially get Millia destroyed depending on the opponent's reversal tools.

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
Total: 21

  • Can be canceled into Jump, air-dash, or air-backdash.

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 is faster, has a larger hitbox, and launches the opponent higher than j.S, but it does noticeably lower damage. Keep in mind that j.K will almost always lose to wake-up 6P, where a low j.H would often hit. 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
Total: 24

  • Can be canceled into Jump, air-dash, or air-backdash.
  • Gives medium counter hit
  • Whiffs on most crouchers or low profile attacks

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 can usually be swapped for j.K to keep the combo going. It's also an excellent air poke due to it's counter hit property and range. 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 +1 (IAD) None
Total: 42

  • Can be canceled into Jump, air-dash, or air-backdash.
  • Hits both sides of Millia (first 4 frames hit front and back, the last 6 will only hit behind).
  • It's low hit box can beat 6P, but only if Millia close enough to the ground.
  • Gives medium counter hit

j.H is Millia's main jump-in and left/right mixup tool, but it can also be used in corner air combos for extra damage. Depending on the scenario, j.H can either be linked into c.S or 2K. Overall c.S is her best option due to c.S being able to allow crossup H Tandem Top to work if c.S(1) is canceled into 2D. It can also be converted into c.S block string pressure if j.H is blocked. However, sometimes j.H won't link into c.S either due to distance or because j.H was used too high.

2K requires a micro dash or a Mirazh cancel for crossup H Tandem Top to work. It also won't give very good block strings options if j.H is blocked, nor does it hit confirm into 2D if Millia is gambling on the low to work. The use for 2K is mainly for when the Millia is 100% certain the opponent won't block low or for when c.S might not link properly.

Gatling Options: j.D

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
Total: 42

  • Can be canceled into Jump, air-dash, or air-backdash.
  • 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

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
70 Ground Throw 2 3 38 - None
Total: 42

  • Hard knockdown gives +61 frame advantage (12 frame gap for H Tandem Top oki).
  • Can throw the opponent either forward or backwards.
    • Back throwing when opponent is in corner puts Millia in-between the opponent and the wall.
    • Back throwing when Millia is in corner will leave a subtle gap between the opponent and the wall.
  • Millia can act slightly before the camera is done moving.

Millia's ground throw is one of the best non-command grabs in the game due to how plus it leaves her on KD. The two main mixups she usually goes for are airdash 4-way mix and 2P/2K Mirazh OTG. 4-way airdash mixup should be the main mixup for her grab as it both leads into meaty H Tandem Top oki and safe jumps if timed correctly. 2P/2K Mirazh OTG is an unreactable left/right mixup that leads into great reward on-hit and can beat wake-grab if done correctly. 2K should always beat wake-up grab, but she can't crossup big bodies ( FA,  GO,  NA, and  PO). Using 2P can crossup regardless if the opponent is a big body or not but requires precise execution to make safe to wake-up grab (especially crossup).

H Tandem Top oki can also be a grab mixup option as well. The advantage of this is that Millia skips needing to do a sweep setup and can immediately deal damage to the opponent. However because grab > H Tandem Top oki has a gap slightly too large, 7f reversals are fast enough to beat safe jump j.H. Avoid using H Tandem Top oki if 7f reversals are a possible threat. It can also be a very strong mixup tool in the corner since H Tandem Top > Kapel can bait most reversals (reversals that hit extremely high can't be baited) and it will hit meaty preventing the opponent from escaping.

Additional Frame Data: 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Air Throw

j.6D or j.4D

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
70 Air Throw 2 3 38 or Until Landing+10 None
Total: 42

  • Hard knockdown gives +47 frame advantage
  • Can throw the opponent either forward or backwards.
  • After the cinematic, Millia and opponent are put full screen away from each other (unless in the corner).

Air grab is mainly used if Millia is extremely confident the opponent is going to air block or when the opponent might try to bait a 6P or c.S anti-air with double jump or any similar option. Air grab is also useful during delay H Tandem Top oki since [ airdash > grab ] will crossup an opponent blocking or grab an opponent trying to jump out. Air grab won't setup any okizeme mixups midscreen, but she does has time to meaty with c.S allowing her to strike/throw mix. In the corner, it's possible for her to do a basic high/low mixup with an airdash.

Additional Frame Data: 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.

Special Moves

Tandem Top

236S/H

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
35 All 12 14 Total 45 -10 9-41F Airborne
42-45F Below Knee
32×2 All 73 28,6 Total 51 +36 18F onwards Airborne
Total: 48
Total: 106

Also known as "Disc" by the community.

S Tandem Top
  • Fully extends at frame 48 giving -1 frame advantage instead of -14.
    • Other forms of meaty contact (such as meaty okizeme or air-hitting) can also achieve -1 frame advantage.
  • Makes opponent soft knockdown (+29/+42 with a perfect meaty), but this is only useful in the corner.
  • Launches Millia upward allowing her to evade some attacks while still putting offense.
  • Puts Millia in counter hit state for the entire duration.

Decent anti-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 for when f.S > 5H will not link into Iron Savior or in corner combos when combined with 2H for optimal damage. With forward-drift purple RC, S Disc can be used as an easy get in option or a block string extender that will combo on-hit or 2-way mix on-block (can 4-way mix depending on distance). If the opponent jumps over PRC S Disc, then Millia can either air grab them or try to intercept with j.K/j.S.


H Tandem Top
  • Launches Millia even higher than S version and recovers before landing with all air options still being available.
  • In counter hit state until mid-air recovery
  • Will land and can act on frame 66
  • When referring to it's use during okizeme, the move has two main types: Meaty H Disc (hits opponent immediately) and delay H Disc (doesn't hit immediately)
♦ Meaty H disc setups: 2D, air counter hit 6P, air-hit Septem Voices, any red RC hit
♦ Delay H disc setups: Ground grab, air-hit 6H (corner), Iron Savior (requires Mirazh cancel or corner), ground-hit Septem Voices, delaying a meaty H disc starter

H disc is Millia's most important okizeme tool due to it's good damage and high success chance. Meaty H Disc hits the opponent immediately on wake-up making reversals the only escape option. If Millia is confident the opponent won't reversal, then she can freely do the 4-way mixup. But if the opponent does have the option to reversal, then Millia can either bait it by blocking (most reward on-hit) or by doing jump back into Kapel (avoids DP RC, gives high/low mix on-block, must be done very fast for best reward on-hit). Alternatively Millia can also crossup the opponent making it hard to know which direction to reversal (Note that this doesn't work against  Leo's Flash Kick which ignores crossups).

Delay H disc won't hit immediately allowing the opponent to have more escape options aside from reversals. Millia can stop this by using j.H to beat most escape options (use j.4H to beat reversals). Once they're conditioned, a mix between j.H sameside high, 2K sameside low, and airdash grab to crossup (grab will option select jump outs) are her best mixup options. However j.H safe jump does not work on all delay setups. Short gap setups will cause Millia to land before the j.H will hit while long gap setups don't allow Millia to safe jump at all. Short gaps can be delayed even more to allow the j.H to hit, but long gaps can't be fixed and should only be used when the opponent can't reversal. Instead, Millia should do something else like 4-way airdash mix.

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 -21 None
Total: 46

  • Can be used on the ground with a Tiger Knee input (2369P or 2369P).
Tip #1: Slightly delay the P because there's a 4 frame startup to jump.
Tip #2: To do a jump cancel TK, wait until the last second of the attack's animation before doing TK. (jump cancel TK is unnecessary, just input Bad Moon normally)
Tip #3: Doing a 23698P input will still work as a TK Bad Moon (useful for up-drift RC)
  • Perfect TK Bad Moon has a startup of 15 frames and is active for 4 frames (hits twice).
  • Alternatively Millia can use [6H(1) > j.236P] to use Bad Moon on the ground, but this is slower and 6H can't whiff.
  • Makes opponent soft knockdown (+16), but this is only useful in the corner.

Millia's infamous instant overhead that's too fast to react to and can gapless block string after a jump canceled c.S. Midscreen, Bad Moon only allows Millia to meaty with f.S or 2D. In the corner, it's possible to meaty with c.S or she can 2S/Bad Moon/Grab for a 3-way mixup. With 50 meter Millia can use RRC to make Bad Moon a much more powerful tool. tk.236P > 88.RRC will either hit confirm into a combo or lock the opponent in block stun for a brutal 4-way mixup. Bad Moon is also one of Millia's air combo enders, but using Kapel safe jumps and c.S relaunches will usually give better oki follow-ups.

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 -12 10F onwards Airborne
Total: 76

Also known as "Hair Car" by the community.

  • Hits low and gives a hard knockdown (+63).
  • Her highest damaging OTG making it good for finishing the opponent off (doesn't work on Winger's KD)
  • Hitbox extends past Millia's foot making it a decent disjointed poke.
  • Upon recovery, Millia jumps forward making her punishable but also allows for combos.

Iron Savior serves two main purposes: ending combos and being a high commitment poke. Ending combos with Iron Savior gives a very plus knockdown that can be used to either set up a j.P/j.K safe jump or a basic run up airdash 4-way mixup. Iron Savior is also a great poke for stuffing out the attacks of players who like to go full offense or for players who tend not to crouch block during footsies. Be prepared to use PRC to make Iron Savior safe if it gets blocked.

With Red RC, it can be used as a means of setting up mixups by either using normal RRC or FRRC (Fast Red RC). Normal RRC mixups are impossible to react to and keep the opponent in block stun for 16f giving plenty of time to mix. The main advantage of normal RRC is that it's easy to react and convert into full combo if the Iron Savior hits. FRRC mixups for the most part are the same as they're normal RRC counterparts. However by canceling the RRC, the opponent isn't in block stun and Millia can almost immediately grab the opponent. Also notable is that FRRC overhead is a very good knowledge check for lower floors especially if Iron Savior was done from far away.

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
Total: 55

  • Millia pauses and then shoots downward at a steep angle.
  • Can phase through opponents.
  • Can be canceled mid animation into any air special.

By canceling Turbo Fall into Kapel, Millia can make her opponent very wary of trying to punish/intercept her while doing this move. This makes Turbo Fall a decent air approach option with good conditioning. 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
Total: 28

  • Can phase through opponent on frames 6-14.
  • Can be canceled mid animation into any ground special/super.
  • Very similar upper body invulnerability to 6P.
  • Millia starts moving at approximately frame ~10 and stops moving at about frame ~20.

Due to it's long recovery, Mirazh is one of Millia's weaker delay mixups since run up grab/jab are usually faster and are more guaranteed to work. Mirazh as a mixup is best used as rarely as possible as a way to throw off the opponent. It's particularly effective when crossing up an opponent mashing reversal.

The main usage for Mirazh however, isn't for mixing up the opponent but rather for Mirazh canceling. In neutral, Mirazh cancels are mainly to low profile projectiles into Iron Savior or S Tandem Top, or it can be used to quickly approach into a PRC S Tandem Top poke. In combos, Mirazh cancels are vital for opening up newer higher damaging combos or for gaining better positioning for oki setups.

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 -5, -7, -9 None
Total: 38

  • 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 but will also have more recovery
    • 9-hit version will soft knockdown unless Millia does 4 well timed S inputs (Example)
  • As of Ver 1.10, it no longer loses to 6P and the last hit will have extra knockback
  • Chip damage is underwhelming but FD meter drain is godlike

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 or  Ky's Stun Dipper). Mainly used to make unsafe block stings more safe, frame trapping, or to drain the meter of an opponent who abuses FD. Despite the chip being low, it can also be a useful way to finish off a low health opponent especially if Millia has meter to red RC into another Lust Shaker.

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 (IAS) 1-12F Lower Body
Total: 30

  • Millia recovers in air after half a second and can still use attacks or specials but not airdashes or double jumps.
  • Makes opponent soft knockdown (+32 with TK Kapel, but will vary depending on Millia's height and if the opponent is airborne)
  • In Counter Hit State until frame 15.

Millia can use Kapel to launch herself towards her opponent which can be hard to anti-air if she crosses up, or she can use it to escape when she feels the opponent is trying to anti-air. Turbo Fall into Kapel is a decent burst approach option especially if Millia has meter to RC. If Kapel hits and launches the opponent in the same direction Millia goes, she can meaty with c.S. However the meaty is difficult to time, so baiting the wake-grab or using 6H is preferred.

Kapel can also be used in air combos for setting up safe jumps or for c.S relaunches. If Millia drops her air combos with Kapel at very specific points, she can safe jump with j.H as she is landing. She can also use it in corner air combos to either relaunch with c.S or to wall splat the opponent low to the ground for a Winger wall break.

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 -32 1-8F Full
7-40F Airborne
Total: 70

  • Rises up to do 5 hits, then dives for a stronger final hit
  • Only the last hit will wall break
  • Last hit gives hard knockdown (+31) which is enough to meaty 5K/c.S
  • Invincible start-up

Millia's reversal Overdrive, and her only reversal in general. Winger is extremely punishable on-block and has a very short horizontal range, so its use as a reversal should be reserved for calling out frame traps or escaping the pressure of overly aggressive opponents. If the opponent is purposely spacing themselves so Winger will whiff or patiently block to see your defensive reactions, it's best to opt for a different escape option.

It's also the preferred Overdrive for wall breaking as it does more damage than Septem Voices, however is does build significantly more burst and tension for the opponent which might be a concern. If the opponent was wall splat too high then the diving hit will whiff, preventing the wall break from occurring. Millia can somewhat makeup for the blunder by doing a jump > airdash for a high/low mixup although there is no reason to do this on purpose.

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 +8 9-26F Airborne
Total: 42

  • On-hit, it will hard knockdown the opponent (+67 point blank, but increases significantly with distance or with air-hit)
    • Only the last hit will hard knockdown
  • Juggles opponent on air-hit making it even more plus
  • Beats every non-super projectile in the game (including Axl Chains). Loses to every super projectile except for Zato's Sun Void (It will trade but Eddie still comes back)

Septem Voices is one of Millia's most important meter usages due to it's utility as a combo ender/extender. Ground hit Septem Voices leaves Millia plus enough to setup an H Tandem Top oki. However on air hit, Millia becomes plus enough to get a combo extension instead. Septem Voices does decent damage and doesn't increase scaling much making it a great way to extend a combo to finish off an opponent. Mirazh cancel Septem Voices is especially powerful as it allows Millia to be closer making Septem combo extensions and H Tandem Top oki pretty much guaranteed.

External References

Navigation

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