mNo edit summary |
mNo edit summary |
||
Line 708: | Line 708: | ||
* Can faze through opponents. | * Can faze through opponents. | ||
* Low profile, can go through high projectiles and a lot of pokes. | * 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. | 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. | Goes through Sol's f.S spams. |
Revision as of 07:52, 18 June 2021
Please feel free to make edits, but include edit summaries and sources where applicable.
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.
- 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/K buttons, no meterless reversal, and the second lowest health in the game means Milia cannot afford to make mistakes.
Millia Rage |
---|
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. 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
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. Gatling Options: 5K, 2K, 6P, 6K, 6H, 5D, 2D.
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. Gatling Options: f.S, 2S, 5H, 2H, 6P, 6K, 6H, 5D, 2D.
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. Gatling Options: 5H, 2H.
5H
Has better range and active time than f.S, but mostly combo filler. Combos into Iron Savior and Tandem Top, but not at max range.
5D
- [] values refer to the held version
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. Knocks down on air CH, granting you a Tandem Top oki.
6K
Overhead. Slow. The mild foot invincibility definitely helps it beat low pokes, but you cannot 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. CH 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. Beware not to abuse this move, though, as there is a gap between the two hits, so aware opponents can Reversal out of it.
2P
Millia's jab. Hits crouchers, unlike 5P, and is also a frame faster, but usually falls behind compared to 2K. Gatling Options: 5P, 2P, 6P, 6K, 6H.
2K
Heavy proration, but is her fastest ground normal. Combos into 2D for knockdown. One of her staple tool for Tandem Top mixups. Gatling Options: 6P, 6K, 6H, 2D.
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 certain combos. Gatling Options: 5H, 2H.
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. Hitting close enough, you can link the move into light normals.
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
Slows down Millia's fall during startup, and shifts her upwards during the active frames, 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, you can also throw before disc hits.
Air Throw
Standard airthrow. Gives her a mixup oppotunity, but too little time for a Tandem Top oki.
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 if hit meaty.
- 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.
- Can cancel into from any airborne move, great in tandem with 6H or 236H
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.
- Gives a hard knockdown if it is too far for 2D
- Can safejump through a dashjump jH
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.
- 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
- 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. 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
- Gives a hard knockdown for 236H setup
One of the few supers in Strive which you can combo after without an RC or any specific positioning, although PRC-ing will give you easier followups. Also combos into itself anywhere should you catch someone with it randomly in neutral.
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 |