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Deals decent damage and has good range for a 5P, but whiffs on most crouchers and has a heavy proration | 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 or even jump for a j.K. Chains and combos into itself and 2P. Also chains into all command normals, but only combos with 6P on ground hit. | ||
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Good reach, making it a great poke in situations where 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. | |||
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* Hits twice, jump cancelable on both hits. | * Hits twice, jump cancelable on both hits. | ||
Preferrable to use over 5P if you are certain that the proximity is close enough, not so much otherwise. Other than that, it's a great move. Reaches high enough to beat careless jump-in attemps. Your staple to 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. | Preferrable to use over 5P if you are certain that the proximity is close enough, not so much otherwise. Other than that, it's a great move. Reaches high enough to beat careless jump-in attemps. Your staple 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. | ||
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Your primary footsie button. Now can get more consistent knockdown with 5H into either Iron Savior for hard knockdown or S Tandem Top for soft knockdown. | Your primary footsie button. Now can get more consistent meterless knockdown with 5H into either Iron Savior for hard knockdown or S Tandem Top for soft knockdown. | ||
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Has better range and active time than f.S, but mostly combo filler. | Has better range and active time than f.S, but mostly combo filler. Combos into Tandem Top and Iron Savior as long as 5H hits with damage over oki. | ||
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Typical Dust, except Millia has more overheads than that | Typical Dust, except Millia has more overheads than that. The charged version is the same as other Charged Dusts, but it unironically makes her combos with this starter her most damaging meterless option. | ||
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Overhead. Slow. The mild foot invincibility definitely helps it beat low pokes, but like 6P, | Overhead. Slow. The mild foot invincibility definitely helps it beat low pokes, but like 6P, it's hard to combo after it without RC. You're plus on block after that, so you can continue your offense safely. | ||
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Millia's jab. Hits crouchers, unlike 5P, and is also a frame faster, but usually falls behind compared to 2K. | |||
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Heavy proration, but is her fastest ground normal. Can chain and combo into itself, 5K and 2D. One of her staple tool for Tandem Top mixups. | |||
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A bit on the slow part, but this low is unprorated, so if you can hit the opponent with that, you can net for big damage. | A bit on the slow part, but this low is unprorated, so if you can hit the opponent with that, you can net for big damage. The horizontal velocity the move exerts on the opponent is less than that of f.S, so it's preferable to use over f.S in combos at certain ranges. | ||
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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 | 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. | ||
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Her leg is covered with her hair, in the shape of an eagle's leg, knocking the opponent down. Has good active time, and your primary way to set up Tandem Top oki | Her leg is covered with her hair, in the shape of an eagle's leg, knocking the opponent down. Has good active time, and your primary way to set up Tandem Top oki. | ||
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Air jab. The fastest normal Millia has. | Air jab. The fastest normal Millia has. Combos into Bad Moon or Kapel with heavily scaled damage, but its real use lies in air blockstring due to it being a jab. | ||
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Millia kicks upwards in the air. Has lower hitbox than the leg suggests. Jump cancellable and air-dash cancellable, as well as being able to combo into j.D. | Millia kicks upwards in the air. Has lower hitbox than the leg suggests. Jump cancellable and air-dash cancellable, as well as being able to combo into j.D. Deals less damage and scales more than j.S, but is faster and launches the opponent higher. | ||
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Has good horizontal reach | Has good horizontal reach. Chains into j.H and j.D. Also airdash cancellable. If you want to safejump the opponent, this is your primary option. | ||
In combos, if you double jump after j.D, j.S can link into itself before Millia lands for a relaunch (you cannot loop that due to the gravity increase though). | |||
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Shifts Millia upwards almost immediately during the move, so she can screw certain anti-air attempt with this. The range is nerfed compared to its Xrd counterpart, in exchange to less startup. Is jump-cancellable and air-dash cancellable, but mostly combo filler. | |||
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Standard airthrow. Both Millia shifts herself away from the opponent after the throw, so she cannot set any Tandem Top after this (not without RC). | |||
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''Also known as "Disc" by the community.'' | ''Also known as "Disc" by the community.'' | ||
;S Tandem Top | ;S Tandem Top | ||
* Decent poke in neutral. Due to how it moves forward, it can be used for a confirm out of f.S > 5H too. | * 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 less than 8 frames in the corner. | ||
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;H Tandem Top | ;H Tandem Top | ||
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* Goes through opponents. | * Goes through opponents. | ||
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. | 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. | ||
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* Recovers in air. | * Recovers in air. | ||
* Millia retains air options after recovery. | * Millia retains air options after recovery. | ||
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. Can also be comboed after on any characters, even when they were grounded. During an air combo, | 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. Can also be comboed after on any characters, even when they were grounded. During an air combo, it can be used to adjust the height between her and the opponent. | ||
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Revision as of 08:59, 9 June 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
Normal Moves
5P
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 or even jump for a j.K. Chains and combos into itself and 2P. Also chains into all command normals, but only combos with 6P on ground hit.
5K
Good reach, making it a great poke in situations where 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.
c.S
- Hits twice, jump cancelable on both hits.
Preferrable to use over 5P if you are certain that the proximity is close enough, not so much otherwise. Other than that, it's a great move. Reaches high enough to beat careless jump-in attemps. Your staple 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.
f.S
Your primary footsie button. Now can get more consistent meterless knockdown with 5H into either Iron Savior for hard knockdown or S Tandem Top for soft knockdown.
5H
Has better range and active time than f.S, but mostly combo filler. Combos into Tandem Top and Iron Savior as long as 5H hits with damage over oki.
5D
Typical Dust, except Millia has more overheads than that. The charged version is the same as other Charged Dusts, but it unironically makes her combos with this starter her most damaging meterless option.
6P
Anti-Air. Fast, and the upper-body invincibility making it beat jump-ins easily, but comboing with it on airborne opponents mid-screen is impossible without air CH and/or RC.
6K
Overhead. Slow. The mild foot invincibility definitely helps it beat low pokes, but like 6P, it's hard to combo after it without RC. You're plus on block after that, so you can continue your offense safely.
6H
- Ground bounces on air hit.
Has two hits. Both are mids. The first hit does little damage, but leaves Millia in the air, and while she cannot cancel it into airdash like Zato's 6H, she can use air specials just fine. So for mixups, you can 6H(1) > Bad Moon for an instant overhead, 6H(1) > Turbo Fall to land and go for a low, or 6H(1) > Kapel to land more safely and continue your pressure. 6H(1) > Kapel also makes a good starter for combos, and you can link it into c.S on any character. The second hit does more damage and brings her back to the ground, giving her access to grounded specials, so it's useful as a bridge to specials which end combos.
2P
Millia's jab. Hits crouchers, unlike 5P, and is also a frame faster, but usually falls behind compared to 2K.
2K
Heavy proration, but is her fastest ground normal. Can chain and combo into itself, 5K and 2D. One of her staple tool for Tandem Top mixups.
2S
A bit on the slow part, but this low is unprorated, so if you can hit the opponent with that, you can net for big damage. The horizontal velocity the move exerts on the opponent is less than that of f.S, so it's preferable to use over f.S in combos at certain ranges.
2H
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.
2D
Her leg is covered with her hair, in the shape of an eagle's leg, knocking the opponent down. Has good active time, and your primary way to set up Tandem Top oki.
j.P
Air jab. The fastest normal Millia has. Combos into Bad Moon or Kapel with heavily scaled damage, but its real use lies in air blockstring due to it being a jab.
j.K
Millia kicks upwards in the air. Has lower hitbox than the leg suggests. Jump cancellable and air-dash cancellable, as well as being able to combo into j.D. Deals less damage and scales more than j.S, but is faster and launches the opponent higher.
j.S
Has good horizontal reach. Chains into j.H and j.D. Also airdash cancellable. If you want to safejump the opponent, this is your primary option. In combos, if you double jump after j.D, j.S can link into itself before Millia lands for a relaunch (you cannot loop that due to the gravity increase though).
j.H
Can cross-up; use it in conjunction with some tricks to get the opponent guessing. Is air-dash cancellable, which helps you do tricky mix-ups.
j.D
Shifts Millia upwards almost immediately during the move, so she can screw certain anti-air attempt with this. The range is nerfed compared to its Xrd counterpart, in exchange to less startup. Is jump-cancellable and air-dash cancellable, but mostly combo filler.
Universal Mechanics
Ground Throw
Assassin's move. Allows you to set-up a Tandem Top oki, but the opponent can jump out.
Air Throw
Standard airthrow. Both Millia shifts herself away from the opponent after the throw, so she cannot set any Tandem Top after this (not without RC).
Special Moves
Tandem Top
236S/H
- GGST Millia Rage Tandem Top S.png
S
- GGST Millia Rage Tandem Top H.png
H
Also known as "Disc" by the community.
- S Tandem Top
- 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 less than 8 frames in the corner.
- 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
- Fastest TK Bad Moon is 15 frames.
Millia's infamous instant overhead. Very fast by overhead standards, but a risky choice to make without 50% meter or a Tandem Top already on its way to cover. With this you can get the opponent to guess after blocking your 5K or c.S.
Turbo Fall
j.236K
- Goes through opponents.
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
- Hits low.
Traditionally the other part of Millia's Bad Moon 50/50, but now is too slow to fulfill that purpose. Millia jumps forward upon recovery, which both gives her a combo in the corner and makes her easier to punish.
Lust Shaker
214S (mash OK)
- Can be mashed for more damage.
- Data in [] refers to mashed version.
Safe on block if you don't mash it. Useful as a way to check how your opponent is using defensive options due to the barrage of hits.
Mirazh
214K
- Can faze through opponents.
- Low profile, can go through high projectiles and a lot of pokes.
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.
Kapel
j.236H
- Recovers in air.
- Millia retains air options after recovery.
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. Can also be comboed after on any characters, even when they were grounded. During an air combo, it can be used to adjust the height between her and the opponent.
Overdrives
Winger
632146H
- GGST Millia Rage Winger 1.png
part 1
- GGST Millia Rage Winger 2.png
part 2
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
One of the few supers in Strive which you can combo after without an RC. Is easy to combo after on airborne opponents, which is made always possible via 2H. Is also possible to combo after using 2P or 2K on grounded opponents, but people usually PRC to get access to the easy one.