GGST/Millia Rage: Difference between revisions

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(: Added coloring to inputs. Added Gatling table links.)
m (→‎cons: Having a 7f 5K and a 6f 2K is not slow. It is actually standard to have K buttons like this.)
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| cons =  
| cons =  
*'''Doesn't Sting like a Bee:''' most of her confirms deal below average damage, especially if she's trying to loop her setplay.
*'''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.
*'''Paper-thin Defense:''' slow P buttons, no meterless reversal, and the second lowest health in the game means Milia cannot afford to make mistakes.
| voice_actor = Japanese: Yuko Sumitomo <br/> English: Tara Platt
| voice_actor = Japanese: Yuko Sumitomo <br/> English: Tara Platt
| difficulty_rating = 2
| difficulty_rating = 2

Revision as of 19:52, 7 July 2021



Overview
Overview

Millia was the setplay queen, is the setplay queen, and has always been the setplay queen in Guilty Gear.
In Strive, she defines herself with her unmatched oki setups via her infamous H Tandem Top (236H). She's done recovering before the disk even goes active, so she has a long period to exert other attacks on the opponent before the disk hits them. And to complement that, she has a great box of tricks to keep the opponent guessing: four lows (2K, 2S, 2D, Iron Savior), eight overheads (6K, 5D, Bad Moon, air normals), one of said overheads can crossup, and two specials that let her pass through the opponent. In neutral, she also defines herself with her great movement speed and special moves that alter her air momentum (Turbo Fall, Kapel), netting her for whiff punishes in the air.
However, she cannot afford to make mistakes and let her opponent get ahead of her. She possesses the second worst health in the game, so she dies very quickly. Her pokes have lengthy startup (her j.P is 5F but it requires her jumping), so she has difficulties mashing out of pressures. Her only reversal, Winger, costs meter and is not very reliable.
If you want to confuse the opponent and make them respect you, Millia is the character for you.

 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, and the second lowest health in the game means Milia cannot afford to make mistakes.
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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

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

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.

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

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
20,40 All 15 5(13)4 23 - 9-21F Airborne

  • 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

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
  • 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

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.

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