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{{ | {{GGWikiBanner}} | ||
= | ==Overview== | ||
{{Overview | {{GGST/CharacterLinks}} | ||
| | <div id="home-content" class="home-grid"> | ||
{{card|width=4 | |||
|header=Overview | |||
|content= 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 | Her mobility makes traversing the battlefield a breeze. She runs quickly, has two air dashes, and two special moves that alter her air momentum ({{MMC|input=j.236K|label=[[#Turbo Fall|Turbo Fall]]}} and {{MMC|input=j.236H|label=[[#Kapel|Kapel]]}}) allowing her to easily whiff punish the opponent. She can also fish for knockdowns with ground attacks like {{clr|K|2K}}, and {{clr|K|5K}} which can gatling into itself for good mix-ups and stagger pressure. She can combine her fast ground speed with moves like {{clr|S|f.S}} along with {{prompt|GGST|S|18px}} {{MMC|input=236S|label=[[#Tandem Top|Tandem Top]]}} to hit larger pokes and command neutral. | ||
Millia has access to | Millia has access to dominant okizeme mixups due to her extremely powerful {{prompt|GGST|H|18px}} 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 mixup consists of using airdashes for crossing up or not, although this changes depending on the knockdown. Her {{clr|H|j.H}} is especially notable due to its low hitbox and ability to hit both sides of Millia, and is used in many safejumps. She can also make use of Turbo Fall to crossup opponents stuck in the corner if she wants to move them back to midstage. | ||
Millia's {{MMC|input=214K|label=[[#Mirazh|Mirazh]]}} and Turbo Fall also have the very unique and powerful ability to be special canceled mid-animation. Special canceling Mirazh is primarily used for better okizeme and/or damage in conversions, but can also be used to act out of Mirazh sooner when using it to evade moves or in pressure. Special canceling Turbo Fall is mostly used for canceling into Kapel to create a different arc of movement in the air and keep the opponent guessing about trying to anti-air Millia. | |||
Millia’s main weakness is her low health combined with her high [[../Damage#R.I.S.C._Level|R.I.S.C]] gain. This means that Millia is highly susceptible to dying in 2-3 interactions or even 1 if she's unlucky. Furthermore, her defensive options do not balance it all out. Her fastest jab, {{clr|P|2P}}, is particularly fast but is a highly risky option in many cases opening her to being counter hit and taking a massive chunk of damage with her low health and high R.I.S.C gain. Her only reversal is her Overdrive, {{MMC|input=632146H|label=[[#Winger|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) making it more suited for neutral. 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 Overdrive. | |||
With incredible aerial movement and devastating okizeme mixups, Millia is nothing less than the setplay queen of Guilty Gear. | |||
}} | |||
{{GGST/Infobox | |||
| fastestAttack = [[#2P|{{clr|P|2P}}]] (4F) | |||
| reversal = [[#Winger|Winger]] (9F) | |||
}} | |||
| | {{ReasonsToPick | ||
| | |intro={{Character Label|GGST|Millia Rage}} is a wielder of a forbidden art that turns her hair into a weapon and fights with swift movements — Blink and you'll miss her. | ||
*' | |pickMe= | ||
* | *Fast movement speed and many tricky mobility options to dance in and out of an opponent's effective range, both in the ground and air. | ||
* | *Combos frequently leading into okizeme and safejumps to continue offense. | ||
| | *Forcing coinflips and multi-layered mixups, especially with meter. | ||
* | *Some of the most fearsome okizeme in the game on her best knockdowns. | ||
|avoidMe= | |||
*A fragile character, with extremely low health susceptible to high R.I.S.C. Small mistakes are very costly. | |||
*Having to frequentlly route combos for better knockdowns rather than damage. | |||
*Generally low damage combos, requiring you to whittle away at opponents with smaller hits. | |||
}} | }} | ||
</div> | |||
==Normal Moves== | ==Normal Moves== | ||
{{FrameChartKey}} | |||
===<big>{{clr| | ===<big>{{clr|P|5P}}</big>=== | ||
{{GGST Move Card | |||
|input=5P | |||
|frameChart=auto | |||
|description= | |||
Deals decent damage and has good range for a {{clr|P|5P}}, but it'll whiff on most crouchers. Its above average active frames and low recovery makes for a good low commitment anti-air or preemptive attack. | |||
* Can gatling into itself. | |||
* Whiffs on most crouching characters. | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} | |||
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===<big>{{clr|K|5K}}</big>=== | |||
{{GGST Move Card | |||
|input=5K | |||
|frameChart=auto | |||
|description= | |||
Useful as a pressure tool when outside the proximity of {{clr|S|c.S}} or as more rewarding poke over {{clr|S|f.S}}. Usually {{clr|K|5K}} is galting'd into {{clr|D|2D}} > {{clr|H|H}} {{MMC|input = 236H|label = [[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki, but it can also combo into {{clr|H|6H}} on counterhit for higher damage but slightly worse oki. On airhit, combos cleanly into {{clr|H|6H}} for a wallbreak from most positions. | |||
* Jump and Dash Cancelable on hit or block. | |||
* One of the few {{clr|K|5K}}s that can gatling into itself and other {{clr|K|K}} normals. | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | |||
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===<big>{{clr|S|c.S}}</big>=== | |||
{{GGST Move Card | |||
|input=c.S | |||
|frameChart=auto | |||
|description= | |||
{{clr|S|c.S}} is Millia's main combo and pressure tool and a very good anti-air. Due to its extremely below average proximity distance, it is mainly used after jump-ins, as a meaty, or after pressure reseting with a dash. It can catch most backdashes if timed correctly, although {{clr|H|6H}} is generally more reliable. With 2 hits, some options such as {{keyword|TK}} {{MMC|input=j.236P|label=[[#Bad Moon|Bad Moon]]}} will whiff if the opponent uses Faultless Defense. This can be worked around by cancelling on the first hit of {{clr|S|c.S}}. | |||
* Hits twice, jump and dash cancelable on both hits. | |||
* Floating crumple on second hit. | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | |||
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===<big>{{clr|S|f.S}}</big>=== | |||
{{GGST Move Card | |||
|input=f.S | |||
|frameChart=auto | |||
|description= | |||
A key whiff punish due to its large range for its fast startup. Having mediocre reward (outside of counterhit, only confirms into {{clr|S|S}} Disc at range), {{clr|S|f.S}} is mainly used as a bigger button to bully enemies with in neutral. On counterhit, Millia can make extensions like Mirazh canceled {{MMC|input=214P|label=[[#Iron Savior|Iron Savior]]}}. It can also be useful for boxing characters in the corner due to its range. | |||
* High pushback, making it safe but also inconsistent for combos | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | |||
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}} | }} | ||
===<big>{{clr|H|5H}}</big>=== | |||
{{GGST Move Card | |||
|input=5H | |||
|frameChart=auto | |||
|description= | |||
{{clr|H|5H}} is used in both combos and block strings. Compared to {{clr|H|2H}}, {{clr|H|5H}} is more likely to consistently hit due to its larger horizontal range, but its combos have worse damage and oki. | |||
{{clr|H|5H}} has a close hitbox that is unsafe on block (-8) but can be made safe by canceling into {{MMC|input=214S|label=[[{{PAGENAME}}#Lust_Shaker|Lust Shaker]]}} (-5). The far hitbox is already safe (-6) but can be cancelled into Lust Shaker for meter and chip damage, or Mirazh Lust Shaker for a frame trap. | |||
* The move has two hitboxes: a close hitbox and far hitbox | |||
** Close hitbox is active on frame 12 and is approximately {{clr|P|2P}} range. | |||
** Far hitbox is active on frame 14 which is disjointed and leaves her -6 on block instead. | |||
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* Causes a small ground bounce on air hit. | * Causes a small ground bounce on air hit. | ||
}} | }} | ||
===<big>{{clr|D|5D}}</big>=== | |||
{{GGST Move Card | |||
|input=5D, 5[D] | |||
|versioned=name | |||
|frameChart=auto | |||
|description= | |||
Universal overhead attack. Tapping {{Prompt|GGST|D}} gives a fast but weak overhead, while holding down {{Prompt|GGST|D}} will give a much slower but much more powerful strike. | |||
---- | |||
;Uncharged Dust | |||
Uncharged Dust is overall not useful for Millia as it is unsafe on block and more reactable than using {{Keyword|TK}} {{MMC|input=j.236P|label=[[#Bad Moon|Bad Moon]]}}, and doesn't often a better situation with meter either, meaning she never has a reason to use uncharged Dust over Bad Moon. | |||
* Floating crumple on hit, +0. | |||
---- | |||
;Charged Dust | |||
''On-hit, holding {{Ni|8}} will activate [[../Mechanics#Homing_Jump|{{Tt|Homing Jump|Hold any upwards direction after hitting an opponent with a raw, fully charged Dust Attack to leap into the air and chase them.}}]] for a large combo opportunity.'' | |||
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Its large, easy to spot animation combined with its very slow start up makes it extremely reactable. Because of this, charged Dust is only used as a punish tool or in combos as a juggle, and sometimes to break the wall with. Its use as a mixup is only as much as you value styling on your foes. | |||
* Leads to soft knockdown if not cancelled into Homing Jump (+36). | |||
}} | }} | ||
===<big>{{clr|P|2P}}</big>=== | |||
{{GGST Move Card | |||
|input=2P | |||
|frameChart=auto | |||
|description= | |||
{{clr|P|2P}} is Millia's fastest jab allowing her to use it to escape pressure or to intercept a tick-throw. {{clr|P|2P}} will combo into {{clr|H|6H}} or {{clr|K|2K}} on counterhit, so choose for damage or oki accordingly. While one of the fastest jabs in the game, Millia is still a low hp character and should use this move on defense very carefully to avoid dying too easily, favoring options like jump and dash blocking. | |||
{{clr|P|2P}} can be used as a YRC/Burst bait or to tick-throw if they don't YRC/Burst. Aside from that, {{clr|K|5K}} is usually a better tick-throw as it has additional mixup options and better frame traps. | |||
* Can gatling into itself | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}} | |||
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===<big>{{clr|K|2K}}</big>=== | |||
{{GGST Move Card | |||
|input=2K | |||
|frameChart=auto | |||
|description= | |||
{{clr|K|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 {{clr|P|2P}} for its better reward, range, and low profile at the cost of being slightly slower (enough to lose to tick throws). {{clr|K|2K}}'s low profile also makes it useful as a poke and sometimes even an anti-air (particularly on cross-up). Combos into {{clr|D|2D}} allowing for meaty {{MMC|input=236H|label={{clr|H|H}} [[#Tandem Top|Tandem Top]]}} oki. | |||
* Trips on air hit. | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}} | |||
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|} | |||
==== === | ===<big>{{clr|S|2S}}</big>=== | ||
{{GGST Move Card | |||
|input=2S | |||
|frameChart=auto | |||
|description= | |||
Her main block string gatling after {{clr|S|c.S}} as it hits low and can gatling into frame traps or true blockstring into moves to make her safe. It's also a niche alternative poking tool over {{clr|S|f.S}} as it doesn't whiff against low profiling opponents and has more rewarding combos on counter hit, but is slower and doesn't reach as far. | |||
* OTG damage isn't her highest, but it can be {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}} canceled into {{MMC|input=214S|label=[[{{PAGENAME}}#Lust Shaker|Lust Shaker]]}} chip damage (delay slightly). | |||
* Trips on air hit. | * Trips on air hit. | ||
[[ | [[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}} | ||
}} | |||
===<big>{{clr|H|2H}}</big>=== | |||
{{GGST Move Card | |||
|input=2H | |||
|frameChart=auto | |||
|description= | |||
{{clr|H|2H}} is her main combo tool after {{clr|S|c.S}} as it leads to her highest damage combos or to some of her best oki setups. It's launch on hit also allows it to combo into {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}} cancel {{MMC|input=214P|label=[[{{PAGENAME}}#Iron Savior|Iron Savior]]}} or into her {{MMC|input=236236S|label=[[{{PAGENAME}}#Septem Voices|Septem Voices]]}} combos. During block strings, {{clr|H|2H}} is prone to whiffing, so is instead mostly used for combos and dp punishes. | |||
* Launches on-hit | |||
* If Millia doesn't follow up, opponent will soft knockdown after landing (+40 Alone/+35 with {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}}). | |||
}} | |||
===<big>{{clr| | ===<big>{{clr|D|2D}}</big>=== | ||
{{GGST Move Card | |||
|input=2D | |||
|frameChart=auto | |||
|description= | |||
Millia's primary way to setup meaty {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} okizeme. {{clr|K|5K}}, {{clr|K|2K}}, and {{clr|S|c.S}} are the main moves Millia will use to gatling into {{clr|D|2D}}. {{clr|D|2D}} is unsafe up close but can be made safe with {{MMC|input=214S|label=[[{{PAGENAME}}#Lust Shaker|Lust Shaker]]}}. | |||
* {{keyword|Hard Knockdown}} gives +48 frame advantage (+45 with {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}}) | |||
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[[ | ===<big>{{clr|P|6P}}</big>=== | ||
{{GGST Move Card | |||
|input=6P | |||
|frameChart=auto | |||
|description= | |||
Fast upper-body invincibility attack that's good for either beating jump-ins (especially air dash jump-ins) or to low profile most long range pokes when timed correctly. Anti-air counter hit {{clr|P|6P}} is extremely valuable as it allows for meaty {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki when combined with {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}} canceling. Due to the long total duration, {{clr|P|5P}} is usually better when anti-airing fast opponents. | |||
* Universal upper body invulnerability attack. | |||
* Hard knockdown on air counter. | |||
}} | |||
===<big>{{clr| | ===<big>{{clr|K|6K}}</big>=== | ||
{{GGST Move Card | |||
|input=6K | |||
|frameChart=auto | |||
|description= | |||
{{clr|K|6K}} is a slow overhead that is plus on block and can combo on-hit. Without special canceling, {{clr|K|6K}} can be linked into {{clr|K|2K}} allowing her to set up meaty {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki, but the {{clr|K|2K}} may whiff if too far. With special canceling, {{MMC|input=214S|label=[[{{PAGENAME}}#Lust_Shaker|Lust Shaker]]}} can be used as it's safe on 3-hit and soft knockdowns on 9-hit (generally more rewarding in the corner). | |||
* Despite what the animation may suggest, the move is not considered airborne and is not grab invincible. | |||
* {{clr|K|6K}} is tied with charged dust ({{clr|D|5[D]}}) as being her slowest overhead. | |||
|- | * Special cancellable. | ||
* Forced crouch on ground hit, mild ground bounce on air hit. | |||
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===<big>{{clr| | ===<big>{{clr|H|6H}}</big>=== | ||
{{GGST Move Card | |||
|input=6H | |||
|frameChart=auto | |||
|description= | |||
{{clr|H|6H}} is used primarily in combos and sometimes niche uses in block strings, but works also a niche callout against wakeup grab/backdash. For blockstrings, {{clr|H|6H}} can frame trap off of {{clr|S|c.S}} or {{clr|K|2K}}, and chase an opponent using FD. As for combos, {{clr|H|6H}} is great for its superior corner carry, higher damage, and its ability to loop in the corner when combined with Mirazh. | |||
* First hit makes Millia airborne making it grab invincible and air-special cancelable. | |||
* Long ground bounces on air hit. | |||
* {{clr|H|6H}}(1) > {{MMC|input=j.236K|label=[[#Turbo Fall|Turbo Fall]]}} is -5 on block. | |||
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===<big>{{clr| | ===<big>{{clr|P|j.P}}</big>=== | ||
{{GGST Move Card | |||
|input=j.P | |||
|frameChart=auto | |||
|description= | |||
{{clr|P|j.P}} can be used as a double overhead after an airdash that will still link into {{clr|K|2K}} > {{clr|D|2D}}. The most consistent way to set up the double overhead is usually after a {{clr|H|j.H}} airdash cancel. It can also be used as an air tick-throw mixup to call out an opponent's reaction speed. It's other usage is as a {{Keyword|frame kill}} to help set up a safe jump after {{MMC|input=214P|label=[[#Iron Savior|Iron Savior]]}}. Its good launch velocity along with short recovery also allows her to link into a full combo. | |||
* Millia's fastest aerial | |||
| | [[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}} | ||
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===<big>{{clr|K|j.K}}</big>=== | |||
</ | {{GGST Move Card | ||
|input=j.K | |||
|frameChart=auto | |||
|description= | |||
One of Millia's main air combo tools along with {{clr|S|j.S}} and {{clr|D|j.D}}. In combos, {{clr|K|j.K}} can mostly be used in the same places as {{clr|S|j.S}}. {{clr|K|j.K}} is faster, has a larger vertical hitbox, and launches the opponent higher than {{clr|S|j.S}}, but it does noticeably lower damage. Rising {{clr|K|j.K}} into another air normal before landing is good way to control air space. | |||
* Can be canceled into jump, air-dash, or air-backdash. | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}} | |||
}} | }} | ||
===<big>{{clr|S|j.S}}</big>=== | |||
{{GGST Move Card | |||
|input=j.S | |||
|frameChart=auto | |||
|description= | |||
Millia's main air combo tool and air-to-air poke. As an air combo tool, {{clr|S|j.S}} will deal more damage than {{clr|K|j.K}}, and is usually preferred unless {{clr|K|j.K}} is needed to pop the opponent up more. It's also an excellent air poke due to its counter hit property and range. Rising {{clr|S|j.S}} into another air normal before landing is good way to control air space. | |||
* Can be canceled into jump, air-dash, or air-backdash. | |||
* Whiffs on most crouchers, low profile attacks, and generally doesn't hit well below millia. | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}} | |||
{ | |||
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===<big>{{clr|H|j.H}}</big>=== | |||
{{GGST Move Card | |||
|input=j.H | |||
|frameChart=auto | |||
|description= | |||
{{clr|H|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, {{clr|H|j.H}} can either be linked into {{clr|S|c.S}} or {{clr|K|2K}}. Overall {{clr|S|c.S}} is her best option due to {{clr|S|c.S}} being better damage and a better situation on block and allowing more combo routes on hit. However, sometimes {{clr|H|j.H}} won't link into {{clr|S|c.S}} either due to distance or because {{clr|H|j.H}} was used too high. | |||
{{clr|K|2K}} at farther ranges will not allow crossup {{clr|H|H}} Tandem Top to work, and it also won't give very good block strings options if {{clr|H|j.H}} is blocked. The use for {{clr|K|2K}} is mainly for when {{clr|S|c.S}} might not link properly. | |||
* Can be canceled into jump, air-dash, or air-backdash. | |||
* Hits on both sides (first 4 frames hit front and back, the last 6 will only hit behind). | |||
* Hits deep enough to beat {{clr|P|6P}}s if sufficiently close to the ground. | |||
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}} | |||
}} | }} | ||
===<big>{{clr| | ===<big>{{clr|D|j.D}}</big>=== | ||
{{GGST Move Card | |||
|input=j.D | |||
|frameChart=auto | |||
|description= | |||
{{clr|D|j.D}} is mainly used for combos, having issues in pressure especially if the opponent crouches. That being said, it does have a niche usage as a mixup tool. Since {{clr|D|j.D}} shifts Millia's momentum upwards, airdash canceling a {{clr|D|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. {{clr|D|j.D}} is death on whiff so always combo into it instead of doing it raw. | |||
* Can be canceled into jump, airdash, or air-backdash. | |||
* Launches on hit. | |||
* Slows down Millia's fall during startup and shifts her upwards during the active frames. | |||
{| | |||
{{ | |||
{{ | |||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Ground Throw</big>=== | ===<big>Ground Throw</big>=== | ||
{{InputBadge|{{clr|D|6D}}\{{clr|D|4D}}}} | |||
{{GGST Move Card | |||
|input=6D or 4D | |||
|frameChart=auto | |||
|description= | |||
Millia's ground throw is very plus on KD, allowing her to have a few different options. The primary option off throw is {{clr|H|H}} Tandem Top, allowing Millia to safejump and go for mixups covered by {{clr|H|H}} Tandem Top. The gap between wakeup and {{clr|H|H}} Tandem Top can be covered by an early {{clr|H|j.H}} to safejump, and some followup options such as airdash {{clr|K|j.K}}, airdash {{clr|P|j.P}}x2 or {{clr|K|2K}} allow for mixups off this safejump. | |||
{| | Another mixup off throw Millia can attempt is to either manually time or use {{clr|P|5P}} or {{clr|P|2P}} as a framekill after microwalking back or forward into an {{keyword|IAD}} canceled into {{clr|H|j.H}} for a safejump that hits either sameside or crossup. Certain characters will get hit by the framekill buttons and either need the other one used, or simply be manually timed. | ||
{{ | * Hard knockdown gives +61 frame advantage (12 frame gap for {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki). | ||
| | * Can throw the opponent either forward or backwards. | ||
{{ | ** 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. | ||
| | |||
| | |||
}} | }} | ||
===<big>Air Throw</big>=== | ===<big>Air Throw</big>=== | ||
{{InputBadge|{{clr|D|j.6D}}\{{clr|D|j.4D}}}} | |||
{{GGST Move Card | |||
|input=j.6D or j.4D | |||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}} | |||
< | |description= | ||
</ | Air throw is mainly used if Millia is extremely confident the opponent is going to air block or when the opponent might try to bait a {{clr|P|6P}} or {{clr|S|c.S}} anti-air with double jump or any similar option. Air throw can also have some use during delay {{clr|H|H}} Tandem Top oki since Airdash > Throw will cross up an opponent blocking or grab an opponent trying to jump out, but the opponent remains able to tech this, so it's not a perfect call out to jumping or fuzzy jumping against the setup. Air throw won't set up any okizeme mixups midscreen, but she does has time to meaty with {{clr|S|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. | ||
* Hard knockdown gives +47 frame advantage | |||
{| | * Can throw the opponent either forward or backwards. | ||
{{ | * Leaves Millia and the opponent full screen away from each other (unless in the corner). | ||
| | }} | ||
{{# | |||
| | ===<big>Wild Assault</big>=== | ||
| | {{InputBadge|{{clr|D|236D}} with 50% Burst (Hold OK)}} | ||
| | {{GGST Move Card | ||
|input=236D,236[D] |versioned=input | |||
|frameChart= | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 236D | |||
|title = '''Wild Assault''' | |||
|startup = 20 | |||
}} | |||
{{#invoke:GGST-FrameChart|drawFrameData | |||
|input = 236[D] | |||
|title = '''Fully Charged Wild Assault''' | |||
}} | |||
|description= | |||
{{GGST/WildAssaultLabel|type=blue}} | |||
For 50% burst, Millia mostly wants to use her Wild Assault for breaking the wall. If {{clr|S|f.S}} hits in neutral close enough that it can be combo'd into {{clr|H|5H}}, then Wild Assault can then be canceled into for either a damaging combo or just {{clr|K|2K}}>{{clr|D|2D}} to setup oki. After her main combo off {{clr|H|H}} {{MMC|input = 236H|label = [[{{PAGENAME}}#Tandem Top|Tandem Top]]}} hitting, the relaunch route, she can cancel the final {{clr|S|c.S}} into Wild Assault > {{MMC|input = 214k|label = [[{{PAGENAME}}#Mirazh|Mirazh]]}}~{{MMC|input = 236H|label = [[{{PAGENAME}}#Tandem Top|Tandem Top]]}} for nearly meaty {{clr|H|H}} disc oki. Generally it's best to save burst to use this to break the wall with instead though, as it gives millia time after wallbreak to meaty with {{clr|S|c.S}} while having not spent meter, making her able to threaten a roman cancel mixup. The may be less good if the opponent is able to use a reversal, has meter to yellow roman cancel, and so on, so consider which you value at a given point within the match. | |||
*Normal, special, jump, and backdash cancelable. | |||
*Drains 7.14% of the opponent's [[../Mechanics#Burst Gauge|Burst Gauge]] on hit or block. | |||
*Applies Hard Knockdown when launching or when used to [[../Damage#The Wall|Wall Break]]. | |||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
===<big>Tandem Top</big>=== | ===<big>Tandem Top</big>=== | ||
{{InputBadge|{{clr|S|236S}} or {{clr|S|6S}} during Mirazh\{{clr|H|236H}} or {{clr|H|6H}} during Mirazh}} | |||
{{GGST Move Card | |||
|input=236S, 236H | |||
|versioned=input | |||
|frameChart={{#invoke:FrameChart|drawFrameData | |||
|title = '''{{Prompt|GGST|S}} Tandem Top''' | |||
|startup = 12 | |||
|active = 14 | |||
| | |recovery = 20 | ||
|frcStart = 10 | |||
|frcEnd = 10 | |||
}} | |||
{{#invoke:FrameChart|drawFrameData | |||
|title = '''{{Prompt|GGST|H}} Tandem Top''' | |||
|startup = 73 | |||
|active = 34 | |||
|frcStart = 23 | |||
|frcEnd = 23 | |||
{{# | |||
| | |||
| | |||
| | |||
| | |||
}} | }} | ||
|} | {{#invoke:FrameChart|drawFrameData | ||
=== | |title = '''Millia during {{Prompt|GGST|H}} Tandem Top''' | ||
'' | |recovery = 51 | ||
;S Tandem Top | |frcStart = 23 | ||
|frcEnd = 23 | |||
}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small> | |||
|description= | |||
''Commonly referred to as "Disc."'' | |||
;{{clr|S|S}} Tandem Top | |||
Decent counter-poke for players that abuse long range disjointed pokes such as Sol's {{clr|S|{{MMC|chara=Sol Badguy|input=6S}}}}, Gio's {{clr|D|{{MMC|chara=Giovanna|input=2D}}}}, Ramlethal's {{clr|S|{{MMC|chara=Ramlethal Valentine|input=f.S}}}}, etc. It can also be used as a combo ender for when {{clr|S|f.S}} > {{clr|H|5H}} will not link into {{MMC|input=214P|label=[[{{PAGENAME}}#Iron Savior|Iron Savior]]}} or in corner combos when combined with {{clr|H|2H}} for optimal damage. With forward-drift purple RC, {{clr|S|S}} Disc can be used as a get-in option or a blockstring extender that will combo on hit or extend pressure on block (may leave mashable gaps depending on distance). If the opponent jumps over {{clr|S|S}} Disc PRC, then Millia can either air grab them or try to intercept with {{clr|K|j.K}}/{{clr|S|j.S}}. | |||
* With optimal spacing and momentum from Mirazh, can be as plus as +3. | |||
* 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. | |||
* Full Counter Hit duration. | |||
---- | ---- | ||
;H Tandem Top | ;{{clr|H|H}} Tandem Top | ||
* | {{clr|H|H}} Disc is Millia's most important okizeme tool due to its consistent mixup options. Meaty {{clr|H|H}} Disc hits the opponent nearly immediately on wakeup making reversals the only escape option besides for niche scenarios. Millia can freely go for two 2-way mixups while blocking reversals by airdashing to either cross up or stay sameside, and then airdashing into {{clr|H|j.H}} or landing into {{clr|K|2K}}. If Millia wants to bait the opponent's reversal for better punishes, she can avoid most reversals with jumping or {{MMC|input=j.236H|label=[[{{PAGENAME}}#Kapel|Kapel]]}} (vs some reversals, options like double jump airdash both avoid the reversal while letting Millia mix up between crossup or sameside). If Millia crosses the opponent up it can make it hard to know which direction to reversal (Note that this doesn't work against {{Character Label|GGST|Leo Whitefang|label=Leo}}'s {{MMC|chara=Leo Whitefang|input=[2]8S|label=Eisensturm}} which ignores crossups). | ||
* | |||
After certain knockdowns like from {{MMC|input=214P|label=[[{{PAGENAME}}#Iron Savior|Iron Savior]]}}, {{clr|H|H}} Disc will not be quick enough to hit the opponent's wakeup, but Millia can still have the time to meaty after disc herself with {{clr|H|j.H}} or {{clr|S|j.S}} depending on spacing. This frame advantage can vary, but is similar to the advantage from ground throw. | |||
</ | |||
Does not go away if Millia blocks, so if you condition right, the opponent will have to respect her oki. | |||
* Launches Millia even higher than {{clr|S|S}} version and recovers before landing with all air options still being available. | |||
* Full Counter Hit duration. | |||
* Lands on frame 66 | |||
* When referring to its use during okizeme, the move has two main types: Meaty {{clr|H|H}} Disc (hits opponent immediately) and delay {{clr|H|H}} Disc (doesn't hit immediately) (See expandable list) | |||
<div class="mw-collapsible mw-collapsed"> | |||
'''Meaty H disc setups:''' | |||
<ul style="list-style-type:none"> | |||
<li>{{MCB|{{clr|D|2D}}}} | |||
<li>{{MCB|Air CH {{clr|P|6P}} > {{clr|K|214K}}~{{clr|H|236H}}}} | |||
<li>{{MCB|{{clr|P|214P}} > RRC~{{clr|H|j.H}} (whiff) > 66 {{clr|H|236H}}}} (Air hit) | |||
<li>{{MCB|{{clr|D|236D}} > {{clr|K|214K}}~{{clr|H|236H}}}} (Air hit) | |||
<li>{{MMC|input=236236S|label=[[{{PAGENAME}}#Septem Voices|Septem Voices]]}} (Air hit) | |||
<li>Any Red RC hit | |||
</ul> | |||
'''Delay H disc setups:''' | |||
<ul style="list-style-type:none"> | |||
<li>Ground throw | |||
<li>Iron Savior | |||
<li>Septem Voices (Ground hit) | |||
<li>{{MCB|{{clr|H|6H}} > {{clr|K|214K}}~{{clr|H|236H}}}} (Corner Air hit) | |||
</ul> | |||
</div> | </div> | ||
}} | |||
===<big>Bad Moon</big>=== | ===<big>Bad Moon</big>=== | ||
{{InputBadge|{{clr|P|j.236P}}}} | |||
{{GGST Move Card | |||
|input=j.236P | |||
|frameChart={{#invoke:FrameChart|drawFrameData | |||
|startup = 11 | |||
|isProjectile = yes | |||
|recovery = 20 | |||
</ | |specialRecovery = 12 | ||
|-| | }}<small>({{tt|Note|The red line indicates that the move has become active, but has a variable active window.}})</small> | ||
|description= | |||
Millia's infamous instant overhead that's unreactable and truestrings from a {{clr|S|c.S}} jump cancel. Midscreen, Bad Moon allows Millia to meaty with {{clr|K|5K}}, {{clr|S|f.S}} or {{clr|D|2D}} off its soft knockdown. In the corner, it's possible to meaty with {{clr|S|c.S}} or she can {{clr|S|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. {{clr|P|tk.236P}} > 88RRC will either hit confirm into a combo or lock the opponent in block stun for options like land {{clr|K|2K}} vs crossup airdash {{clr|H|j.H}}, or sameside airdash {{clr|H|j.H}} and crossup {{clr|K|2K}} which are also possible but mashable. Bad Moon is also one of Millia's air combo enders, but using {{MMC|input=j.236H|label=[[#Kapel|Kapel]]}} safe jumps and {{clr|S|c.S}} relaunches will usually give better oki follow-ups. | |||
* Can be used on the ground with a {{keyword|Tiger Knee}} input ({{clr|P|2369P}} or {{Ni|236}}{{Ni|9}}{{prompt|GGST|P}}). | |||
: '''Tip #1:''' Slightly delay the {{prompt|GGST|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 {{Ni|23698}}{{prompt|GGST|P}} 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 {{MCB|{{clr|H|6H}}(1) > {{clr|P|j.236P}}}} to use Bad Moon on the ground, but this is slower and {{clr|H|6H}} can't whiff. | ||
{{ | * Is the highest damage OTG option for knockdowns. However, be careful using it to close out a round if the opponent has Burst since the multi-hit nature of this move means the opponent can burst during the weak first hit and live. | ||
| | }} | ||
{{# | |||
| | ===<big>Iron Savior</big>=== | ||
| | {{InputBadge|{{clr|P|214P}} or {{clr|P|4P}} during Mirazh}} | ||
| | {{GGST Move Card | ||
|input=214P | |||
|frameChart={{#invoke:FrameChart|drawFrameData | |||
|startup = 20 | |||
|isProjectile = yes | |||
|recovery = 17 | |||
|specialRecovery = 10 | |||
}}<small>({{tt|Note|The red line indicates that the move has become active, but has a variable active window.}})</small> | |||
|description= | |||
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 {{clr|P|j.P}}/{{clr|K|j.K}} safe jump or a basic dash forward jump airdash left/right. 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 RC to make Iron Savior safe if it gets blocked. | |||
By cancelling a Roman Cancel, Iron savior on hit can convert to meaty {{clr|H|H}} Disc via RRC~{{clr|H|j.H}} (whiff) > 66 {{clr|H|H}} Disc. On block, RRC can also be cancelled into {{clr|K|j.K}} for an overhead and, depending on spacing, 22RRC can be cancelled for a low mix. But the main point of using meter on blocked Iron Savior is just to avoid being punished and keep your turn. | |||
* Hits low and gives a hard knockdown (+63). | |||
* Hitbox extends past Millia's foot making it a decent disjointed poke. | |||
}} | }} | ||
===<big>Turbo Fall</big>=== | ===<big>Turbo Fall</big>=== | ||
{{InputBadge|{{clr|K|j.236K}}}} | |||
{{GGST Move Card | |||
|input=j.236K | |||
|frameChart={{#invoke:FrameChart|drawFrameData | |||
|startup = 14 | |||
|startupIsFirstActive = no | |||
|specialRecovery = 9 | |||
< | |isProjectile = yes | ||
|- | |frcStart = 10 | ||
|frcEnd = 14 | |||
}}<small>({{tt|{{tt|Note|The red line indicates that the move has become active, but has a variable active window.}}|Squares with a yellow underline indicate Turbo Fall's special and Overdrive-cancel window.}})</small> | |||
|description= | |||
</ | Millia pauses and then shoots downward at a steep angle. | ||
By canceling Turbo Fall into {{MMC|input=j.236H|label=[[{{PAGENAME}}#Kapel|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 {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki to counter any reversal attempts if close enough and timed correctly. | |||
* Can phase through opponents. | |||
{| | * Can be canceled mid animation into any air special. | ||
{{ | |||
| | |||
| | |||
}} | }} | ||
===<big> | ===<big>Mirazh</big>=== | ||
{{InputBadge|{{clr|K|214K}}}} | |||
{{GGST Move Card | |||
|input=214K | |||
|frameChart={{#invoke:FrameChart|drawFrameData | |||
|recovery = 26 | |||
|frcStart = 7 | |||
|frcEnd = 13 | |||
< | }}<small>({{tt|Note|Squares with a yellow underline indicate Mirazh's special and Overdrive-cancel window.}})</small> | ||
|- | |description= | ||
Due to its long recovery, Mirazh isn't very effective by itself in pressure, being slower and easier to react to than dashing foward in most cases. 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 {{MMC|input=214P|label=[[{{PAGENAME}}#Iron Savior|Iron Savior]]}} or {{clr|S|S}} {{MMC|input=236S|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}}, or it can be used to quickly approach into a PRC {{clr|S|S}} Tandem Top poke. In combos, Mirazh cancels are vital for opening up higher damaging combos or for gaining better positioning for oki setups. In pressure, {{clr|H|5H}} or {{clr|H|6H}} into Mirazh canceled immediately into {{MMC|input=214S|label=[[{{PAGENAME}}#Lust Shaker|Lust Shaker]]}} is a frametrap that beats even 3 frame normals and throws. | |||
* Can phase through opponent on frames 4-12. | |||
* Can be canceled mid animation into any ground special or Overdrive, as well as Wild Assault. | |||
</ | * Very similar upper body invulnerability to {{clr|P|6P}}. | ||
* Millia starts moving at frame 3 and slows down around frame 18, though she never actually stops moving completely. | |||
{| | |||
{{ | |||
| | |||
{{ | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>Lust Shaker</big>=== | ===<big>Lust Shaker</big>=== | ||
{{InputBadge|{{clr|S|214S}} or {{clr|S|4S}} during Mirazh (Mash OK)}} | |||
{{GGST Move Card | |||
|input=214S (3-Hit), 214S (6-Hit), 214S (9-Hit) | |||
|versioned=name | |||
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=214S (3-Hit)|title='''3-Hit Lust Shaker'''|active=1|inactive2=3|active3=1|inactive4=3|active5=1|}} | |||
{{#invoke:GGST-FrameChart|drawFrameData|input=214S (6-Hit)|title='''6-Hit Lust Shaker'''|active=1|inactive2=3|active3=1|inactive4=3|active5=1|inactive6=3|active7=1|inactive8=3|active9=1|inactive10=3|active11}} | |||
{{#invoke:GGST-FrameChart|drawFrameData|input=214S (9-Hit)|title='''9-Hit Lust Shaker'''|active=1|inactive2=3|active3=1|inactive4=3|active5=1|inactive6=3|active7=1|inactive8=3|active9=1|inactive10=3|active11=1|inactive12=3|active13=1|inactive14=3|active15=1|inactive16=3|active17=1}} | |||
|description= | |||
|-| | Mainly used to make unsafe block stings more safe, frame trapping, or to drain the meter of an opponent who abuses FD. | ||
Depending on how much Millia mashes {{prompt|GGST|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. | |||
3-hit and 6-hit are safe on block depending on distance, however, some characters can punish 9-hit regardless of distance like {{Character Label|GGST|Sol Badguy|label=Sol}}'s {{clr|H|{{MMC|chara=Sol Badguy|input=6H}}}}. '' 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.'' | |||
* Chip damage is underwhelming but FD meter drain is godlike | |||
{| | |||
{{# | |||
| | |||
| | |||
| | |||
}} | }} | ||
===<big>Artemis</big>=== | |||
==== ==== | {{InputBadge|{{clr|H|214H}} or {{clr|H|4H}} during Mirazh}} | ||
{{GGST Move Card | |||
|input=214H | |||
|versioned=input | |||
|frameChart=auto | |||
|description=Basically | |||
{{Character Label|GGST|Potemkin|label=Potemkin's}} {{MMC|game=GGST|chara=Potemkin|input=214p|label=Mega Fist (Backward)}} without the ability to hit overhead. | |||
Staggers on grounded hit. Large launch with large wall bounce on air hit, excellent combo filler. On {{keyword|counterhit}}, can combo into {{clr|K|2K}} > {{clr|D|2D}}. | |||
On normal hit will not combo into anything but can run up and threaten pokes. | |||
}} | }} | ||
===<big>Kapel</big>=== | ===<big>Kapel</big>=== | ||
{{InputBadge|{{clr|H|j.236H}}}} | |||
{{GGST Move Card | |||
|input=j.236H | |||
< | |frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.236H|frcStart=3|frcEnd=3}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small> | ||
|description= | |||
Kapel massively shifts Millia's hurtbox up during its startup, allowing her to use it to counter or avoid anti-airs. The momentum stalling during the move's startup along with its arc allows Millia to bait and punish more committal moves, but caution is required as a patient opponent can punish Millia after she jumps off the rose. {{MMC|input=j.236K|label=[[#Turbo Fall|Turbo Fall]]}} into Kapel is a decent option to vary the angles that she approaches at. | |||
Kapel can be canceled into from air normals during pressure to counter {{clr|P|6P}} or other anti-airs. (e.g. {{clr|H|j.H}} airdash Kapel can beat even {{CLabel|GGST|Sol Badguy|label=Sol}}'s {{MMC|chara=Sol Badguy|input=5K|hitboxMode=true|label={{clr|K|5K}}}}.) If Kapel hits the opponent, Millia can almost always combo into {{clr|S|j.S}} > {{clr|S|c.S}} extensions (at the backside of its hitbox, Kapel may launch in the opposite direction instead). A common pressure string is {{clr|H|j.H}} > {{clr|D|j.D}} > Kapel > falling {{clr|H|j.H}} to stay plus, but if the opponent uses [[../Mechanics#Faultless Defense|Faultless Defense]] the Kapel itself will whiff, leaving Millia open to anti-airs. | |||
|-| | |||
Kapel can also be used in air combos for setting up safe jumps or for {{clr|S|c.S}} relaunches. If Millia drops her air combos with Kapel at very specific points, she can safe jump with {{clr|H|j.H}} as she is landing. She can also use it in corner air combos to either relaunch with {{clr|S|c.S}} or to wall splat the opponent low to the ground for a {{MMC|input=632146H|label=[[#Winger|Winger]]}} wall break. | |||
* Millia can still use air normals or specials after recovering in the air but loses her remaining airdashes and double jump until landing, even if she still had them available. | |||
* Soft knockdown on hit, leaving Millia very plus. | |||
* Technically a projectile, so it beats Baiken's {{MiniMoveCard|game=GGST|chara=Baiken|input=236P|label=Hiiragi}} and cannot be Red Roman Cancelled | |||
* Vulnerable to being air thrown | |||
{| | |||
{{ | |||
| | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
==Overdrives== | ==Overdrives== | ||
===<big>Winger</big>=== | ===<big>Winger</big>=== | ||
{{InputBadge|{{clr|H|632146H}}}} | |||
{{GGST Move Card | |||
|input=632146H | |||
|frameChart=auto | |||
|description= | |||
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 {{MMC|input=236236S|label=[[{{PAGENAME}}#Septem Voices|Septem Voices]]}}, however it 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. | |||
* 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 {{clr|K|5K}}/{{clr|S|c.S}} | |||
{{ | |||
| | |||
| | |||
}} | }} | ||
===<big>Septem Voices</big>=== | ===<big>Septem Voices</big>=== | ||
{{InputBadge|{{clr|S|236236S}}}} | |||
{{GGST Move Card | |||
|input=236236S | |||
|frameChart={{#invoke:FrameChart|drawFrameData | |||
|startup = 9 | |||
|recovery = 35 | |||
|isProjectile = yes | |||
|frcStart = 4 | |||
|frcEnd = 4 | |||
}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small> | |||
< | |description= | ||
Septem Voices is one of Millia's most important meter usages due to its utility as a combo ender/extender. | |||
</ | |||
Ground hit Septem Voices leaves Millia plus enough to setup an {{clr|H|H}} {{MMC|input=236H|label=[[#Tandem Top|Tandem Top]]}} oki or use {{clr|S|2S}} to continue the combo. However on air hit, Millia becomes plus enough to get a combo extension with {{clr|S|c.S}} 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. Septem also gives so much advantage that {{clr|H|H}} Tandem Top is meatier than it is from {{clr|D|2D}}. Because of this, Millia can use {{MMC|input=j.236p|label=[[#Bad Moon|Bad Moon]]}} while falling to combo on hit due to the second hit of Tandem Top. this sets up a strong 3 way mixup where each option has decent damage for killing, making it a good setup for going for lethal, compared to the normal {{clr|H|H}} disc oki that only does considerable damage on the first 50/50 and much less on the second 50/50. {{MMC|input=214K|label=[[#Mirazh|Mirazh]]}} cancel Septem Voices is especially powerful as it allows Millia to be closer making Septem combo extensions and {{clr|H|H}} Tandem Top oki pretty much guaranteed. | |||
* 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-Overdrive projectile in the game. Loses to every other Overdrive projectile except for Zato's {{MMC|chara=Zato-1|input=632146S|label=Sun Void}} (it will trade, but Eddie still comes back) | ||
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{{ | ==Colors== | ||
{{GGSTColors|color12=1|Size=160|c2={{CLabel|GGACR|Millia Rage|linkOverride=:Millia Rage}}'s pre-Xrd Colorscheme | |||
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==Navigation== | ==Navigation== | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{ | {{GGST/Navigation}} | ||
{{Overview/SEO | |||
|summary=Leader of the Post-War Administration Bureau, with incredible speed and air mobility she aims to knock down opponents to set up powerful mixups.}} | |||
[[Category:Guilty Gear|Millia Rage]] |
Latest revision as of 06:43, 12 April 2024
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 FallGuard-Startup14Recovery9LAdvantage- and KapelGuardAllStartup13Recovery12Advantage-1 (IAS)) allowing her to easily whiff punish the opponent. She can also fish for knockdowns with ground attacks like 2K, and 5K which can gatling into itself for good mix-ups and stagger pressure. She can combine her fast ground speed with moves like f.S along with Tandem TopGuardAllStartup12RecoveryTotal 45Advantage-10 to hit larger pokes and command neutral.
Millia has access to dominant okizeme mixups due to her extremely powerful 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 mixup consists of using airdashes for crossing up or not, although this changes depending on the knockdown. Her j.H is especially notable due to its low hitbox and ability to hit both sides of Millia, and is used in many safejumps. She can also make use of Turbo Fall to crossup opponents stuck in the corner if she wants to move them back to midstage.
Millia's MirazhGuard-Startup-RecoveryTotal 26Advantage- and Turbo Fall also have the very unique and powerful ability to be special canceled mid-animation. Special canceling Mirazh is primarily used for better okizeme and/or damage in conversions, but can also be used to act out of Mirazh sooner when using it to evade moves or in pressure. Special canceling Turbo Fall is mostly used for canceling into Kapel to create a different arc of movement in the air and keep the opponent guessing about trying to anti-air Millia.
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 dying in 2-3 interactions or even 1 if she's unlucky. Furthermore, her defensive options do not balance it all out. Her fastest jab, 2P, is particularly fast but is a highly risky option in many cases opening her to being counter hit and taking a massive chunk of damage with her low health and high R.I.S.C gain. Her only reversal is her Overdrive, WingerGuardAllStartup8+1Recovery40Advantage-32, 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) making it more suited for neutral. 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 Overdrive.
With incredible aerial movement and devastating okizeme mixups, Millia is nothing less than the setplay queen of Guilty Gear.Damage Received Mod |
×1.19 |
Guts Rating |
2 |
Prejump |
4F |
Backdash |
16F Duration |
1-4F Invuln |
1-11F Airborne |
Unique Movement Options |
An Extra Airdash, Kapel, Turbo Fall, Mirazh |
Fastest Attack |
2P (4F) |
Reversals |
Winger (9F) |
Millia Rage is a wielder of a forbidden art that turns her hair into a weapon and fights with swift movements — Blink and you'll miss her. | |
Pick if you like | Avoid if you dislike |
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Normal Moves
5P
Deals decent damage and has good range for a 5P, but it'll whiff on most crouchers. Its above average active frames and low recovery makes for a good low commitment anti-air or preemptive attack.
- Can gatling into itself.
- Whiffs on most crouching characters.
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 |
Useful as a pressure tool when outside the proximity of c.S or as more rewarding poke over f.S. Usually 5K is galting'd into 2D > H Tandem TopGuardAllStartup73RecoveryTotal 51Advantage+36 oki, but it can also combo into 6H on counterhit for higher damage but slightly worse oki. On airhit, combos cleanly into 6H for a wallbreak from most positions.
- Jump and Dash Cancelable on hit or block.
- One of the few 5Ks that can gatling into itself and other K normals.
Gatling Options: 6P, 5K, 2K, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | 0 | 1000 | 1500 | 300 | 80% |
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 |
c.S is Millia's main combo and pressure tool and a very good anti-air. Due to its extremely below average proximity distance, it is mainly used after jump-ins, as a meaty, or after pressure reseting with a dash. It can catch most backdashes if timed correctly, although 6H is generally more reliable. With 2 hits, some options such as TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Bad MoonGuardHighStartup11Recovery20 + 12LAdvantage-21 will whiff if the opponent uses Faultless Defense. This can be worked around by cancelling on the first hit of c.S.
- Hits twice, jump and dash cancelable on both hits.
- Floating crumple on second hit.
Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 3 | Mid | +13 | 1000×2 | 1000 | 150×2 | 60% |
- Input Proximity Range: 270
- Hitstop on ground hit: 16F
- Second hit causes Floating crumple on ground hit: Total 28F (airborne hitstun 1-11F, standing hitstun 12-18F, can block 19~28F)
f.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 |
---|---|---|---|---|---|---|
30 | All | 9 | 2 | 19 | -7 |
A key whiff punish due to its large range for its fast startup. Having mediocre reward (outside of counterhit, only confirms into S Disc at range), f.S is mainly used as a bigger button to bully enemies with in neutral. On counterhit, Millia can make extensions like Mirazh canceled Iron SaviorGuardLowStartup20Recovery17 + 10LAdvantage-12. It can also be useful for boxing characters in the corner due to its range.
- High pushback, making it safe but also inconsistent for combos
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -4 | 1500 | 1000 | 300 | 80% |
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 |
5H is used in both combos and block strings. Compared to 2H, 5H is more likely to consistently hit due to its larger horizontal range, but its combos have worse damage and oki.
5H has a close hitbox that is unsafe on block (-8) but can be made safe by canceling into Lust ShakerGuardAllStartup13Recovery-16, -18, -20Advantage-5, -7, -9 (-5). The far hitbox is already safe (-6) but can be cancelled into Lust Shaker for meter and chip damage, or Mirazh Lust Shaker for a frame trap.
- The move has two hitboxes: a close hitbox and far hitbox
- Close hitbox is active on frame 12 and is approximately 2P range.
- Far hitbox is active on frame 14 which is disjointed and leaves her -6 on block instead.
- Causes a small ground bounce on air hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 4 | Large | -5 | 2500 | 1000 | 300 | 80% |
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 |
---|---|---|---|---|---|---|---|
Dust Attack | 40 | High | 20 | 3 | 26 | -15 | None |
Charged Dust Attack | 50 | High | 28 | 3 | 26 | -10 | None |
Universal overhead attack. Tapping gives a fast but weak overhead, while holding down will give a much slower but much more powerful strike.
- Uncharged Dust
Uncharged Dust is overall not useful for Millia as it is unsafe on block and more reactable than using TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Bad MoonGuardHighStartup11Recovery20 + 12LAdvantage-21, and doesn't often a better situation with meter either, meaning she never has a reason to use uncharged Dust over Bad Moon.
- Floating crumple on hit, +0.
- Charged Dust
On-hit, holding will activate Homing JumpHold any upwards direction after hitting an opponent with a raw, fully charged Dust Attack to leap into the air and chase them. for a large combo opportunity.
Its large, easy to spot animation combined with its very slow start up makes it extremely reactable. Because of this, charged Dust is only used as a punish tool or in combos as a juggle, and sometimes to break the wall with. Its use as a mixup is only as much as you value styling on your foes.
- Leads to soft knockdown if not cancelled into Homing Jump (+36).
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dust Attack | 80% | 2 | Mid | 0 | 1125 | 3000 [1000] | 700 (900) | 60% | ||||||||||||||||||||||||||||||||||||||||||||||||||||
Charged Dust Attack | 100% | 4 | Mid | KD +36 | 1875 | 1500 [1000] | 0 (200) | 60% |
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 |
2P is Millia's fastest jab allowing her to use it to escape pressure or to intercept a tick-throw. 2P will combo into 6H or 2K on counterhit, so choose for damage or oki accordingly. While one of the fastest jabs in the game, Millia is still a low hp character and should use this move on defense very carefully to avoid dying too easily, favoring options like jump and dash blocking.
2P can be used as a YRC/Burst bait or to tick-throw if they don't YRC/Burst. Aside from that, 5K is usually a better tick-throw as it has additional mixup options and better frame traps.
- Can gatling into itself
Gatling Options: 5P, 2P, 6P, 6K, 6H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | +1 | 500 | 1500 | 300 | 80% |
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 |
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 for its better reward, range, and low profile at the cost of being slightly slower (enough to lose to tick throws). 2K's low profile also makes it useful as a poke and sometimes even an anti-air (particularly on cross-up). Combos into 2D allowing for meaty H Tandem TopGuardAllStartup73RecoveryTotal 51Advantage+36 oki.
- Trips on air hit.
Gatling Options: 6P, 6K, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
70% | 1 | Small | 0 | 750 | 1000 | 300 | 80% |
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 |
Her main block string gatling after c.S as it hits low and can gatling into frame traps or true blockstring into moves to make her safe. It's also a niche alternative poking tool over f.S as it doesn't whiff against low profiling opponents and has more rewarding combos on counter hit, but is slower and doesn't reach as far.
- OTG damage isn't her highest, but it can be MirazhGuard-Startup-RecoveryTotal 26Advantage- canceled into Lust ShakerGuardAllStartup13Recovery-16, -18, -20Advantage-5, -7, -9 chip damage (delay slightly).
- Trips on air hit.
Gatling Options: 5H, 2H
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -3 | 1125 | 1000 | 300 | 80% |
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 |
2H is her main combo tool after c.S as it leads to her highest damage combos or to some of her best oki setups. It's launch on hit also allows it to combo into MirazhGuard-Startup-RecoveryTotal 26Advantage- cancel Iron SaviorGuardLowStartup20Recovery17 + 10LAdvantage-12 or into her Septem VoicesGuardAllStartup4+5RecoveryTotal 43Advantage+8 combos. During block strings, 2H is prone to whiffing, so is instead mostly used for combos and dp punishes.
- Launches on-hit
- If Millia doesn't follow up, opponent will soft knockdown after landing (+40 Alone/+35 with MirazhGuard-Startup-RecoveryTotal 26Advantage-).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 3 | Large | KD +39 | 2000 | 1000 | 500 | 60% |
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 |
Millia's primary way to setup meaty H Tandem TopGuardAllStartup73RecoveryTotal 51Advantage+36 okizeme. 5K, 2K, and c.S are the main moves Millia will use to gatling into 2D. 2D is unsafe up close but can be made safe with Lust ShakerGuardAllStartup13Recovery-16, -18, -20Advantage-5, -7, -9.
- Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. gives +48 frame advantage (+45 with MirazhGuard-Startup-RecoveryTotal 26Advantage-)
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Large | HKD +50 | 1125 | 1000 | 300 | 80% |
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 |
Fast upper-body invincibility attack that's good for either beating jump-ins (especially air dash jump-ins) or to low profile most long range pokes when timed correctly. Anti-air counter hit 6P is extremely valuable as it allows for meaty H Tandem TopGuardAllStartup73RecoveryTotal 51Advantage+36 oki when combined with MirazhGuard-Startup-RecoveryTotal 26Advantage- canceling. Due to the long total duration, 5P is usually better when anti-airing fast opponents.
- Universal upper body invulnerability attack.
- Hard knockdown on air counter.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
90% | 2 | Mid | -8 | 1500 | 1000 | 500 | 80% |
- If the first hit of a combo, applies an additional +20 Combo Decay.
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 |
6K is a slow overhead that is plus on block and can combo on-hit. Without special canceling, 6K can be linked into 2K allowing her to set up meaty H Tandem TopGuardAllStartup73RecoveryTotal 51Advantage+36 oki, but the 2K may whiff if too far. With special canceling, Lust ShakerGuardAllStartup13Recovery-16, -18, -20Advantage-5, -7, -9 can be used as it's safe on 3-hit and soft knockdowns on 9-hit (generally more rewarding in the corner).
- Despite what the animation may suggest, the move is not considered airborne and is not grab invincible.
- 6K is tied with charged dust (5[D]) as being her slowest overhead.
- Special cancellable.
- Forced crouch on ground hit, mild ground bounce on air hit.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Small | +6 | 1125 | 1000 | 300 | 100% |
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 |
6H is used primarily in combos and sometimes niche uses in block strings, but works also a niche callout against wakeup grab/backdash. For blockstrings, 6H can frame trap off of c.S or 2K, and chase an opponent using FD. As for combos, 6H is great for its superior corner carry, higher damage, and its ability to loop in the corner when combined with Mirazh.
- First hit makes Millia airborne making it grab invincible and air-special cancelable.
- Long ground bounces on air hit.
- 6H(1) > Turbo FallGuard-Startup14Recovery9LAdvantage- is -5 on block.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
100% | 4 | Large×2 | -5 | 1200×2 | 1000 | 250×2 | 100%, 80% |
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 |
j.P can be used as a double overhead after an airdash that will still link into 2K > 2D. The most consistent way to set up the double overhead is usually after a j.H airdash cancel. It can also be used as an air tick-throw mixup to call out an opponent's reaction speed. It's other usage is as a frame kill A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier. to help set up a safe jump after Iron SaviorGuardLowStartup20Recovery17 + 10LAdvantage-12. Its good launch velocity along with short recovery also allows her to link into a full combo.
- Millia's fastest aerial
Gatling Options: j.P
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 0 | Small | - | 375 | 1000 | 300 | 80% |
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 |
One of Millia's main air combo tools along with j.S and j.D. In combos, j.K can mostly be used in the same places as j.S. j.K is faster, has a larger vertical hitbox, and launches the opponent higher than j.S, but it does noticeably lower damage. Rising j.K into another air normal before landing is good way to control air space.
- Can be canceled into jump, air-dash, or air-backdash.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Small | - | 750 | 1000 | 300 | 60% |
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 |
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, and is usually preferred unless j.K is needed to pop the opponent up more. It's also an excellent air poke due to its counter hit property and range. Rising j.S into another air normal before landing is good way to control air space.
- Can be canceled into jump, air-dash, or air-backdash.
- Whiffs on most crouchers, low profile attacks, and generally doesn't hit well below millia.
Gatling Options: j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | - | 1125 | 1000 | 300 | 80% |
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 |
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 better damage and a better situation on block and allowing more combo routes on hit. However, sometimes j.H won't link into c.S either due to distance or because j.H was used too high.
2K at farther ranges will not allow crossup H Tandem Top to work, and it also won't give very good block strings options if j.H is blocked. The use for 2K is mainly for when c.S might not link properly.
- Can be canceled into jump, air-dash, or air-backdash.
- Hits on both sides (first 4 frames hit front and back, the last 6 will only hit behind).
- Hits deep enough to beat 6Ps if sufficiently close to the ground.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | +4 (IAD) | 1125 | 1000 | 300 | 80% |
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 |
j.D is mainly used for combos, having issues in pressure especially if the opponent crouches. That being said, it does have a niche usage as a mixup tool. Since j.D shifts 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.
- Can be canceled into jump, airdash, or air-backdash.
- Launches on hit.
- Slows down Millia's fall during startup and shifts her upwards during the active frames.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Mid | - | 1125 | 1000 | 500 | 60% |
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 |
Millia's ground throw is very plus on KD, allowing her to have a few different options. The primary option off throw is H Tandem Top, allowing Millia to safejump and go for mixups covered by H Tandem Top. The gap between wakeup and H Tandem Top can be covered by an early j.H to safejump, and some followup options such as airdash j.K, airdash j.Px2 or 2K allow for mixups off this safejump.
Another mixup off throw Millia can attempt is to either manually time or use 5P or 2P as a framekill after microwalking back or forward into an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. canceled into j.H for a safejump that hits either sameside or crossup. Certain characters will get hit by the framekill buttons and either need the other one used, or simply be manually timed.
- Hard knockdown gives +61 frame advantage (12 frame gap for H Tandem TopGuardAllStartup73RecoveryTotal 51Advantage+36 oki).
- Can throw the opponent either forward or backwards.
- 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.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced 50% | - | HKD +61 | 2500 | 1000 |
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
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 |
Air throw 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 throw can also have some use during delay H Tandem Top oki since Airdash > Throw will cross up an opponent blocking or grab an opponent trying to jump out, but the opponent remains able to tech this, so it's not a perfect call out to jumping or fuzzy jumping against the setup. Air throw won't set up 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.
- Hard knockdown gives +47 frame advantage
- Can throw the opponent either forward or backwards.
- Leaves Millia and the opponent full screen away from each other (unless in the corner).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced 50% | HKD +52 (IAD) | 2500 | 1000 |
- Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
- Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
- On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
- Frame advantage is +52 at almost any height except for the lowest and highest possible ones, where it decreases slightly (+50 to +52).
- Builds 1000 Tension once all damage is dealt.
- On hit, applies an increased 25 Combo Decay.
- Properties change if Roman Canceled before all damage is dealt:
- Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
- R.I.S.C. Loss: 1000
- Proration: Forced 75%
- Combo Decay on hit: 15
- First does 20 damage, then 50 damage.
Wild Assault
236D with 50% Burst (Hold OK)
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 |
---|---|---|---|---|---|---|---|
236D | 30 | All (Guard Crush) | 20~31 | 3 | 20 | +13 | |
236[D] | 50 | All (Guard Crush) | 32 | 3 | 20 | +17 |
Blue Wild Assault: Causes Guard Crush on block, and Stagger on uncharged hit. See here for more info on Wild Assault types.
For 50% burst, Millia mostly wants to use her Wild Assault for breaking the wall. If f.S hits in neutral close enough that it can be combo'd into 5H, then Wild Assault can then be canceled into for either a damaging combo or just 2K>2D to setup oki. After her main combo off H Tandem TopGuardAllStartup73RecoveryTotal 51Advantage+36 hitting, the relaunch route, she can cancel the final c.S into Wild Assault > MirazhGuard-Startup-RecoveryTotal 26Advantage-~Tandem TopGuardAllStartup73RecoveryTotal 51Advantage+36 for nearly meaty H disc oki. Generally it's best to save burst to use this to break the wall with instead though, as it gives millia time after wallbreak to meaty with c.S while having not spent meter, making her able to threaten a roman cancel mixup. The may be less good if the opponent is able to use a reversal, has meter to yellow roman cancel, and so on, so consider which you value at a given point within the match.
- Normal, special, jump, and backdash cancelable.
- Drains 7.14% of the opponent's Burst Gauge on hit or block.
- Applies Hard Knockdown when launching or when used to Wall Break.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236D | 90% | 4 | Mid | Stagger +12 | 2500 | 3000 | 700 | 25% | 0 | |||||||||||||||||||||||||||||||||||||||||||||||||||
236[D] | 100% | 4 | Mid | HKD +71 | 2500 | 2000 | 700 | 25% | 0 |
236D:
- Guard crush duration: 35F
- Adds additional momentum on cancels without backwards movement.
- Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
- Total stagger duration: 34F (1-26F hitstun, 27-34F can block only)
- Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
- Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)
236[D]:
- Guard crush duration: 39F
- Adds additional momentum on cancels without backwards movement.
Special Moves
Tandem Top
236S or 6S during Mirazh or 236H or 6H during Mirazh
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 |
---|---|---|---|---|---|---|---|
236S | 35 | All | 12 | 14 | Total 45 | -10 | 9-41F Airborne 42-45F Below Knee |
236H | 32×2 | All | 73 | 28,6 | Total 51 | +36 | 18F onwards Airborne |
Commonly referred to as "Disc."
- S Tandem Top
Decent counter-poke for players that abuse long range disjointed pokes such as Sol's 6SGuardAllStartup15Recovery20Advantage-9, Gio's 2DGuardLowStartup17Recovery12Advantage-8, Ramlethal's f.SGuardAllStartup11Recovery21Advantage-10 [-13], etc. It can also be used as a combo ender for when f.S > 5H will not link into Iron SaviorGuardLowStartup20Recovery17 + 10LAdvantage-12 or in corner combos when combined with 2H for optimal damage. With forward-drift purple RC, S Disc can be used as a get-in option or a blockstring extender that will combo on hit or extend pressure on block (may leave mashable gaps depending on distance). If the opponent jumps over S Disc PRC, then Millia can either air grab them or try to intercept with j.K/j.S.
- With optimal spacing and momentum from Mirazh, can be as plus as +3.
- 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.
- Full Counter Hit duration.
- H Tandem Top
H Disc is Millia's most important okizeme tool due to its consistent mixup options. Meaty H Disc hits the opponent nearly immediately on wakeup making reversals the only escape option besides for niche scenarios. Millia can freely go for two 2-way mixups while blocking reversals by airdashing to either cross up or stay sameside, and then airdashing into j.H or landing into 2K. If Millia wants to bait the opponent's reversal for better punishes, she can avoid most reversals with jumping or KapelGuardAllStartup13Recovery12Advantage-1 (IAS) (vs some reversals, options like double jump airdash both avoid the reversal while letting Millia mix up between crossup or sameside). If Millia crosses the opponent up it can make it hard to know which direction to reversal (Note that this doesn't work against Leo's EisensturmGuardAllStartup9Recovery33Advantage-28 which ignores crossups).
After certain knockdowns like from Iron SaviorGuardLowStartup20Recovery17 + 10LAdvantage-12, H Disc will not be quick enough to hit the opponent's wakeup, but Millia can still have the time to meaty after disc herself with j.H or j.S depending on spacing. This frame advantage can vary, but is similar to the advantage from ground throw.
Does not go away if Millia blocks, so if you condition right, the opponent will have to respect her oki.
- Launches Millia even higher than S version and recovers before landing with all air options still being available.
- Full Counter Hit duration.
- Lands on frame 66
- When referring to its use during okizeme, the move has two main types: Meaty H Disc (hits opponent immediately) and delay H Disc (doesn't hit immediately) (See expandable list)
Meaty H disc setups:
2D
Air CH 6P > 214K~236H
214P > RRC~j.H (whiff) > 66 236H
(Air hit)236D > 214K~236H
(Air hit)- Septem VoicesGuardAllStartup4+5RecoveryTotal 43Advantage+8 (Air hit)
- Any Red RC hit
Delay H disc setups:
- Ground throw
- Iron Savior
- Septem Voices (Ground hit)
6H > 214K~236H
(Corner Air hit)
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
236S | 80% | 3 | Very Small | KD +31 | 500 | 1000 | 300 | 80% | 12% | 100 | ||||||||||||||||||||||||||||||||||||||||||||||||||
236H | 80% | 3 | Very Small | KD +83 | 500×2 | 2000 | 250×2 | 80% | 12% | 100 |
236S:
- Projectile will continue if Purple Roman Canceled on frame 10 at the earliest.
- Clash Level: 1
- Clash Hits: 1
236H:
- Projectile will continue if Purple Roman Canceled on frame 10 at the earliest.
- Clash Level: 1
- Clash Hits: 2
- Leaves Millia airborne with air options available
- Safe to set up after Throw and canceled from 2D.
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 |
Millia's infamous instant overhead that's unreactable and truestrings from a c.S jump cancel. Midscreen, Bad Moon allows Millia to meaty with 5K, f.S or 2D off its soft knockdown. 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 > 88RRC will either hit confirm into a combo or lock the opponent in block stun for options like land 2K vs crossup airdash j.H, or sameside airdash j.H and crossup 2K which are also possible but mashable. Bad Moon is also one of Millia's air combo enders, but using KapelGuardAllStartup13Recovery12Advantage-1 (IAS) safe jumps and c.S relaunches will usually give better oki follow-ups.
- Can be used on the ground with a Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. input (2369P or ).
- Tip #1: Slightly delay the 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 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. - Is the highest damage OTG option for knockdowns. However, be careful using it to close out a round if the opponent has Burst since the multi-hit nature of this move means the opponent can burst during the weak first hit and live.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 2 | Very Small | KD +23 | 225×N, 1500 | 1000 | 30×N, 300 | 100% | 25% | 150 |
- Vertical Activation Range: 300 (All except last hit).
Iron Savior
214P or 4P during Mirazh
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 |
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 dash forward jump airdash left/right. 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 RC to make Iron Savior safe if it gets blocked.
By cancelling a Roman Cancel, Iron savior on hit can convert to meaty H Disc via RRC~j.H (whiff) > 66 H Disc. On block, RRC can also be cancelled into j.K for an overhead and, depending on spacing, 22RRC can be cancelled for a low mix. But the main point of using meter on blocked Iron Savior is just to avoid being punished and keep your turn.
- Hits low and gives a hard knockdown (+63).
- Hitbox extends past Millia's foot making it a decent disjointed poke.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 3 | Mid | HKD +62 | 1500 | 2000 | 700 | 80% | 25% | 150 |
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 |
Millia pauses and then shoots downward at a steep angle.
By canceling Turbo Fall into KapelGuardAllStartup13Recovery12Advantage-1 (IAS), 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 TopGuardAllStartup73RecoveryTotal 51Advantage+36 oki to counter any reversal attempts if close enough and timed correctly.
- Can phase through opponents.
- Can be canceled mid animation into any air special.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | 50 |
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 |
Due to its long recovery, Mirazh isn't very effective by itself in pressure, being slower and easier to react to than dashing foward in most cases. 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 SaviorGuardLowStartup20Recovery17 + 10LAdvantage-12 or S Tandem TopGuardAllStartup12RecoveryTotal 45Advantage-10, or it can be used to quickly approach into a PRC S Tandem Top poke. In combos, Mirazh cancels are vital for opening up higher damaging combos or for gaining better positioning for oki setups. In pressure, 5H or 6H into Mirazh canceled immediately into Lust ShakerGuardAllStartup13Recovery-16, -18, -20Advantage-5, -7, -9 is a frametrap that beats even 3 frame normals and throws.
- Can phase through opponent on frames 4-12.
- Can be canceled mid animation into any ground special or Overdrive, as well as Wild Assault.
- Very similar upper body invulnerability to 6P.
- Millia starts moving at frame 3 and slows down around frame 18, though she never actually stops moving completely.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | 50 |
- Can be cancelled into ground specials, ground Overdrives, and Wild Assault from frame 7-13
Lust Shaker
214S or 4S during Mirazh (Mash OK)
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 |
---|---|---|---|---|---|---|---|
3-Hit | 7x3 | All | 13 | [1(3)]x2, 1 | 16 | -5 | None |
6-Hit | 7×6 | All | 13 | [1(3)]×5, 1 | 18 | -7 | None |
9-Hit | 7×9 | All | 13 | [1(3)]×8, 1 | 20 | -9 | None |
Mainly used to make unsafe block stings more safe, frame trapping, or to drain the meter of an opponent who abuses FD.
Depending on how much Millia mashes , 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. 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 6HGuardAllStartup9Recovery43Advantage-27. 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.
- Chip damage is underwhelming but FD meter drain is godlike
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3-Hit | 90% | 1 | Very Small | -2 | 200×3 | 1000 | 50x3 | 80% | 30% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
6-Hit | 90% | 1 | Very Small | -4 | 200×6 | 1000 | 50x6 | 80% | 30% | 150 | ||||||||||||||||||||||||||||||||||||||||||||||||||
9-Hit | 90% | 1 | Very Small | KD +30 | 200×9 | 1000 | 50x9 | 80% | 30% | 150 |
Artemis
214H or 4H during Mirazh
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 |
---|---|---|---|---|---|---|---|
214H | 47 | All | 24 | 4 | 15 | -2 | 4-25 High Profile |
Basically Potemkin's Mega Fist (Backward)GuardHighStartup25Recovery6Advantage+4 without the ability to hit overhead.
Staggers on grounded hit. Large launch with large wall bounce on air hit, excellent combo filler. On counterhit Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities., can combo into 2K > 2D. On normal hit will not combo into anything but can run up and threaten pokes.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
214H | 90% | 3 | Medium | Stagger +10 | 2000 | 1000 | 300 | 80% | 12% |
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 |
Kapel massively shifts Millia's hurtbox up during its startup, allowing her to use it to counter or avoid anti-airs. The momentum stalling during the move's startup along with its arc allows Millia to bait and punish more committal moves, but caution is required as a patient opponent can punish Millia after she jumps off the rose. Turbo FallGuard-Startup14Recovery9LAdvantage- into Kapel is a decent option to vary the angles that she approaches at.
Kapel can be canceled into from air normals during pressure to counter 6P or other anti-airs. (e.g. j.H airdash Kapel can beat even Sol's 5KGuardAllStartup3Recovery25Advantage-16.) If Kapel hits the opponent, Millia can almost always combo into j.S > c.S extensions (at the backside of its hitbox, Kapel may launch in the opposite direction instead). A common pressure string is j.H > j.D > Kapel > falling j.H to stay plus, but if the opponent uses Faultless Defense the Kapel itself will whiff, leaving Millia open to anti-airs.
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 WingerGuardAllStartup8+1Recovery40Advantage-32 wall break.
- Millia can still use air normals or specials after recovering in the air but loses her remaining airdashes and double jump until landing, even if she still had them available.
- Soft knockdown on hit, leaving Millia very plus.
- Technically a projectile, so it beats Baiken's HiiragiGuard-Startup1Recovery32Advantage- and cannot be Red Roman Cancelled
- Vulnerable to being air thrown
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
|
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
80% | 1 | Very Small | KD +42 (IAS) | 1000 | 1000 | 700 | 80% | 12% | 150 |
- Rose spawns on frame 2 and will continue even if Purple Roman Cancelled.
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 |
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 VoicesGuardAllStartup4+5RecoveryTotal 43Advantage+8, however it 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.
- 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
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On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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100% | 4 | Mid | HKD +21 | 400×5, 500 | 1000 | 0 | 80%×5, 100% | 25% |
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 |
Septem Voices is one of Millia's most important meter usages due to its utility as a combo ender/extender.
Ground hit Septem Voices leaves Millia plus enough to setup an H Tandem TopGuardAllStartup73RecoveryTotal 51Advantage+36 oki or use 2S to continue the combo. However on air hit, Millia becomes plus enough to get a combo extension with c.S 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. Septem also gives so much advantage that H Tandem Top is meatier than it is from 2D. Because of this, Millia can use Bad MoonGuardHighStartup11Recovery20 + 12LAdvantage-21 while falling to combo on hit due to the second hit of Tandem Top. this sets up a strong 3 way mixup where each option has decent damage for killing, making it a good setup for going for lethal, compared to the normal H disc oki that only does considerable damage on the first 50/50 and much less on the second 50/50. MirazhGuard-Startup-RecoveryTotal 26Advantage- 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.
- 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-Overdrive projectile in the game. Loses to every other Overdrive projectile except for Zato's Sun VoidGuardAllStartup11+14RecoveryAdvantage+3 (it will trade, but Eddie still comes back)
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
CH Type
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On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. | R.I.S.C. LossHow much R.I.S.C. this move removes on hit. | Wall DamageHow much Wall Damage is applied when the move connects on hit. | OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). | Chip RatioThe proportion of damage dealt on normal block. (Usually only applicable to Special moves) |
Input Tension | ||||||||||||||||||||||||||||||||||||||||||||||||||
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100% | 2,2,4 | Very Small | HKD +77 | 100×3 | 1000 | 0 | 80% | 12% |
- Projectile spawns during super freeze on frame 4 and can be Purple Roman Canceled immediately after end of super freeze.
- Clash Level: 4
- Clash Hits: 3
Colors
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC Colors 14 and 15 are included in the 25th Anniversary Colors DLCColors 7-11 are included in Season Pass 1 Color 12 is included in Ultimate Edition |