GGST/Millia Rage: Difference between revisions

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Deals decent damage and has good range for a 5P, but whiffs on most crouchers and has a heavy proration just like most other 5Ps. Out of four jabs Millia has, this move's the anti-airing one due to the high hitbox, in which it recovers fast enough to allow you to link to other buttons or even jump for a j.K. Chains into itself and 2P. Also chains into all command normals, but only combos into 6P on ground hit.
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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One of her four jabs, this one's the jump cancellable one. This move has good reach, making it a great poke in situations where f.S is too slow. Its hitbox can OTG, pairing with its jump-cancellable property can help her with crossing-up the opponent.
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. Her second fastest grounded overhead if uncharged, second to TK'ed Bad Moon. But opposed to TK'ed Bad Moon, you can actually link the move into other buttons if it hits airborne opponents high enough. The charged version is the same as other Charged Dusts, but it unironically makes her combos with this starter her most damaging option.
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, your options afterwards is kind of limited. You're plus on block after that, so you can continue your offense safely.
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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One of Millia's four jabs. Hits crouchers, unlike 5P, and is also a frame faster, but usually falls behind compared to 2K.
Millia's jab. Hits crouchers, unlike 5P, and is also a frame faster, but usually falls behind compared to 2K.
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The low in Millia's four jabs. Heavy proration, but is her fastest ground normal. One of her staple tool for Tandem Top mixups.
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 potentially 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.
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. Note that if you use K normals before sweeping, the opponent can jump and block the Tandem Top in the air; however, they have no choice but to block it grounded if you do raw sweep or sweep before c.S.
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. The only way to combo with it is into Bad Moon or Kapel or RC it with heavily scaled damage. But its real use lies in air blockstring due to it being a jab.
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. This is the move that creates the Millia Infinite, done by c.S jc (j.K) adc j.K (adc j.K) land and repeat, although the damage scales down pretty quickly.
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, but can also hit grounded opponents. Chains into j.H and j.D, making it the only(!?) j.S to be comboable into j.D. Also airdash cancellable; you can use it in j.K infinite if the window is lenient enough. j.S also makes its own loop; it's done by j.S > j.D jc j.S > Turbo Fall c.S and repeat. Although you can't do it "infinitely" like the j.K infinite, the damage is less scaled.
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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Launches on hit. Shifts Millia upwards. 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.
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. In the corner, you can link it into certain normals if you hit it meaty enough when the opponent is high enough.
* 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, if the opponent seems to be too high, you can also intentionally whiff it to give you a pseudo-jump-cancel while getting less vertical velocity than the regular.
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



Overview

Template:CharaOverview

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 - -

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

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
20 All 7 5 7 - -

  • 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

5H

5D

6P

6K

6H

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

  • 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

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
20 All 7 5 7 - -

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

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
  • 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

Turbo Fall

j.236K

Iron Savior

214P

Lust Shaker

214S (mash OK)

Mirazh

214K

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
20 All 7 5 7 - -

  • 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

Septem Voices

236236S


External References

Navigation

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

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