GGST/Millia Rage: Difference between revisions

From Dustloop Wiki
(: rewrote some and added notes from LK’s Millia guide/streams)
(: more notes from LK)
Line 93: Line 93:
==== ====
==== ====
*Unique Gatling into itself and 2K.
*Unique Gatling into itself and 2K.
Good reach, making it a great poke at a pinch in which she is not close enough for a c.S and f.S is too slow. Its hitbox is low enough that it can OTG, pairing with its jump-cancellable property can help her with crossing-up the opponent. Chain into itself or 2K for hit-confirming, and into 2D for knockdown and setplay.
Good reach, making it a great poke at a pinch in which she is not close enough for a c.S and f.S is too slow. Its hitbox is low enough that it can OTG, pairing with its jump-cancellable property can help her with crossing-up the opponent. Chain into itself or 2K for hit-confirming, and into 2D for knockdown and setplay. 5K's delay garling into itself is vital for Millia's stagger pressure. Once her opponent respects 5K > dl 5K, she can start to mix in microdashes to capitalize on their hesitence.


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}

Revision as of 20:42, 2 August 2021



Overview
Overview

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

Her mobility makes traversing the battlefield a breeze. She runs quickly, has two air dashes and two special moves that alter her air momentum in Turbo Fall and Kapel, netting her for whiff punishes with j.K and j.S. She can also fish for knockdowns with f.S, 2K and other ground attacks.

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

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

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

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

Pros
Cons
  • Floats like a Butterfly: two airdashes, a fastfall, a command double jump, and a fast dash make Milia one of the fastest characters in the game.
  • Good Neutral: Millia's buttons are pretty good, but they gain the bonus of Millia's general high speed. Even without a traditional fireball, Millia commands screen space.
  • Setplay Queen: H Tandem Top makes any hard knockdown into a terrifying high/low/left/right/throw mixup that can loop into itself until you die.
  • Doesn't Sting like a Bee: most of her confirms deal below average damage, especially if she's trying to loop her setplay.
  • Paper-thin Defense: slow P buttons, no meterless reversal, high R.I.S.C. multiplier, and the second lowest health in the game means Milia cannot afford to make mistakes.
Error: No field named "weight" found for any of the specified database tables.
Millia Rage

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 All 7 5 7 - None

  • Whiffs on most crouching characters.

Deals decent damage and has good range for a 5P, but whiffs on most crouchers and has a heavy proration. Can anti-air the opponent due to its high hitbox and good speed, in which it recovers fast enough to allow you to link to other buttons. Chains and combos into itself and 2P. Also chains into all command normals, but only combos with 6P on ground hit.

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 - None

  • Unique Gatling into itself and 2K.

Good reach, making it a great poke at a pinch in which she is not close enough for a c.S and f.S is too slow. Its hitbox is low enough that it can OTG, pairing with its jump-cancellable property can help her with crossing-up the opponent. Chain into itself or 2K for hit-confirming, and into 2D for knockdown and setplay. 5K's delay garling into itself is vital for Millia's stagger pressure. Once her opponent respects 5K > dl 5K, she can start to mix in microdashes to capitalize on their hesitence.

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

c.S

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

  • Hits twice, jump cancelable on both hits.

A great move for Millia as it's useful as both a close anti-air and pressure tool. Reaches high enough to beat careless jump-in attempts. c.S > microwalk c.S can be useful to catch jump outs, and delay gatling 2S can hit people pressing buttons or expecting a throw. This is also her staple move to start air combos with its jump-cancellable property. After the opponent blocks your 5K or c.S, you can get them to guess what you will do next: A low (2D, Iron Savior), an overhead (5D, 6K, Bad Moon), or jump, airdash and do a crossup.

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

f.S

5H

5D

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

  • Data in [] represents values when fully charged.
  • Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
  • Deals more damage when fully charged, launches opponent on hit if combo'd into.
  • Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
  • 80% proration if not fully charged.

Uncharged is her second fastest grounded overhead, second only to TKed Bad Moon, but with less frame disadavantage. The charged version is the same as other Charged Dusts, but her Charged Dust combos deal less damage than most other characters'.

6P

6K

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

  • Very mild ground bounce on air hit.

Overhead. Slowest out of her grounded overheads, but the only one plus on block. The mild foot invincibility definitely helps it beat low pokes, but you cannot combo after it without RC. Using it in BRC combos generally isn't worth it. You're plus on block after that, so you can continue your offense safely.

6H

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

  • Long ground bounces on air hit.

Has two hits. Both are mids. The first hit leaves Millia in the air, allowing her to use air specials. The second hit gets her back to the ground, giving her access to grounded specials. Leaves an automatic gap when cancelled even immediately from normals that can cancel into it.

6H(1) > Turbo Fall will have her land quickly and throw opponents too focusing on blocking. 6H(1) > Kapel helps her mess with certain abares and can also combos if the first hit is a CH on anyone but I-no. 6H(1) > Bad Moon and 6H > Iron Savior make a somewhat subpar high/low mix-up.

Beware not to abuse this move, though, as there is a gap between the two hits, so DP mashers can do what they are the best at out of it.

2P

2K

2S

2H

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

Millia's main launcher. Doesn't have much to offer on normal hit midscreen, but very rewarding on CH. 2H > Septem Voices makes comboing after that easier. In the corner, 2H makes linking after Lust Shaker, Iron Savior and S Tandem Top possible. Due to her crouching position, it can be used as a situational anti-air if you prioritize hurtboxes lowering and combos over speed. Hitting close enough, you can link the move into light normals.

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Special Moves

Tandem Top

236S/H

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

Also known as "Disc" by the community.

S Tandem Top
  • Meaty contact can increse her frame advantage up to -1.

Decent poke in neutral. Due to how it moves forward, it can be used for a confirm out of f.S > 5H too. Can link with anything up to 12 frames in the corner depending on how meaty it hits.


H Tandem Top
  • Leaves Millia airborne with air options available.
  • Safe to set up after Throw and canceled from 2D.

Using j.K after setting up an H Tandem Top will prevent jump outs and also set up an airdash j.P/land 2S mixup. Once that is established, then it's party time.

Bad Moon

j.236P

Turbo Fall

j.236K

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

  • Goes through opponents.
  • Can cancel into from any airborne move, great in tandem with 6H or 236H.
  • In Counter Hit State for the entire duration.

Millia pauses and then shoots downward at a steep angle. Good to mess with people with as it's yet another way for Millia to mess with her air momentum. Is also a tool to help her land quickly and do a crossup low/throw.

Iron Savior

214P

Lust Shaker

214S (mash OK)

Mirazh

214K

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

  • Can phase through opponents.
  • Low profile, can go through high projectiles and a lot of pokes.
  • In Counter Hit State until frame 19.

Millia's Roll replacement. The invulnerability isn't as good as it used to be, but it still retains the ability to cross through opponents. Also useful as a frame kill from a counterhit 2H AA. Goes through Sol's f.S spams.

Kapel

j.236H

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

  • Recovers in air.
  • Millia retains air options after recovery.
  • If done after 236H setup, can make some DP's whiff and get an easy punish
  • In Counter Hit State until frame 15.

Millia's anti-anti-air. Useful in the same situations that Pin was as a way to fake out an approach. Due to how committal anti-air normals are in Strive, baiting one with Kapel will usually let Millia whiff-punish it once she lands. During an air combo, it can be used to adjust the height between her and the opponent.

Overdrives

Winger

632146H

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

Millia's reversal super, although not very reliable. She raises her hair wings, rises up for 5 hits, and then dives down for a big last hit. Only the last hit wall breaks. Due to that, you can set up your air combo to get the opponent wall stuck in so high a position that the last hit of Winger coming afterwards whiffs.

Septem Voices

236236S


66% complete
Page Status %
Overview Images added by MDD, still needs overview paragraph, improved move description and playstyle description. 13/20
Combos Still needs combo theory, example videos and more combo notations. 3/10
Strategy Empty. 0/20
Frame Data Seems complete. 50/50
Click here for the scoring criteria to assess character page completion.


External References

Navigation

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

Template:Navbar-GGST