GGST/Millia Rage: Difference between revisions

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Revision as of 03:05, 2 September 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: An extra airdash, a fastfall, a command double jump, and a fast run on the ground makes Millia one of the fastest characters in the game.
  • Stings like a Bee: While the damage of her individual combos may not be very high, many of her combos will lead into hard knockdowns allowing her to loop okizeme until death.
  • Good Neutral: Despite Millia's buttons being only slightly above average, when combined with her extremely high mobility, she can easily command the pace of the match and screen space without the need of a traditional fireball.
  • Setplay Queen: Using H Tandem Top after a hard knockdown opens up a 4-way mix-up, multiple DP baits, and combos that loop into even more knockdown mix-ups.
  • Oppressive Pressure: Millia's 5K and c.S being able to gatling into high/low mixups, jump cancel into left/right mixups, frame trap, or simply recover fast enough to allow run up grab means these moves offer Millia some of the best pressure in the game.
  • Good Mix-up options off RC: Unlike most other characters, Millia tends not to use meter for combos, but rather for creating 4-way mixups that can easily start her okizeme loops going. Even if the mixups fails, she can usually continue her pressure afterwards with 5K or c.S.
  • Difficult Initial Learning Curve: Although her combos and okizeme have a low execution requirement, usage of her mobility during neutral and footsies is extremely hard to learn which can be a massive hurdle for beginner Millias.
  • A Very Drunken Bee: Constantly failing to loop her okizeme will result in extremely below average damage which can cost you a set.
  • Burst Unsafe: Millia's combos tend to build-up a lot of burst while also being burst unsafe at the same time. This means that burst-baiting will end up being a big part of her game plan.
  • Paper-thin Defense: The lack of a meterless reversal, a high R.I.S.C. multiplier, and the second lowest health in the game means Millia cannot afford to make mistakes.
  • Slow Jabs: Millia's jabs are the slowest jabs in the game, so getting hit with moves that make the opponent have neutral/plus frame advantage is extra terrifying. It also means Millia can't take advantage of mechanics that make Millia have neutral frame advantage (i.e. uncharged dust, meterless wall break)
Error: No field named "weight" found for any of the specified database tables.
Millia Rage

Normal Moves

5P

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

  • Currently the only non-P move that can gatling into itself.
  • Can OTG into [jump cancel > air dash] for a 4 way mix-up (airdash twice to crossup, but be aware, doing so is not safe against mashing).

5K is Millia's main long range pressure tool and H Tandem Top hit confirm starter. Its good range makes it an easier to land pressure tool than c.S while its faster start-up and better follow-up options makes it a better poke than f.S. It's also interesting to note that 5K auto frame traps into 2D.

On hit, 5K should always be gatling into 2D > H Tandem Top for an oki set-up since 5K doesn't really have any high damaging combos anyway. On block, 5K is a completely different beast. Since 5K can gatling into itself, it can be used to frame trap the opponent to condition them to not mash. Once they stop mashing you can start going for delayed mix-ups like 6K, [jump cancel > air dash], Mirazh, or [dash > 5K/c.S/grab].

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.
  • Has a combined active hitbox of 6 frames meaning it can catch any backdash if timed correctly.
  • The first hit can OTG into [jump cancel > air dash] for a 4 way mix-up (airdash twice to crossup, but be aware, doing so is not safe against mashing).

Easily Millia's best move hands down thanks to its great pressure, great block strings, great combo links, hit confirms, can anti-air, can burst bait, can OTG mixup, and catch jump outs/back dashes. Pretty much anything Millia needs, this move offers. The only problem is getting close enough to use the move in the first place. Millia's main openings for getting this move to land are going to be meaties after knockdowns, a mirco dash after poking with 5K, and anti-airing.

Using c.S as a pressure tool is pretty much identical to 5K, however, it has the advantage of hit confirming so you don't have to guess if they blocked, and it also has much more varied block string routes to keep the opponent guessing. Her c.S combos may not be high in damage, they do make up for that by pretty much always leading into hard knockdown which can start her deadly okizeme loops. Due to it's high vertical hitbox it can also be used to anti-air against most jump-ins when spaced correctly, or even catch jump-outs during her pressure game.

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

f.S

5H

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
42 All 12 4 23 - None

  • Fully extends at frame 14.
  • Causes a small ground bounce on air hit.

Millia's main ender to her block string frame traps along side with 2H. Compared to 2H, 5H is more likely to consistently hit due to it's larger horizontal hitbox, but you lose out on better meterless punishes and it's only safe at mid-long range. If you do end up being close to your opponent after 5H, you can link into Lust Shaker which is safer than 5H and won't leave any gaps to mash a reversal.

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.
  • Holding up during the hitstop frames of a fully charged dust will activate homing dust.
  • Doing a homing dust will cause an area shift and put the opponent into a unique air combo state.
  • Homing dust can sometimes increase meter balance enough to activate positive bonus.

Uncharged dust may be faster than charged dust, however, since uncharged dust doesn't combo and leaves Millia on neutral frame advantage (which is extremely bad for her), the uncharged dust is almost never used. Charged dust has an extremely large and easy to spot animation, so it's pretty easy for a capable opponent to react and block Millia's charged dust. Charged dust is mainly going to be used as a punish or a follow up to H Tandem Top (Since the plus frames keep Charged dust safe).

6P

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
26 All 9 9 16 - 1-2 Upper Body
3-11 Above Knee

  • Universal upper body invul attack.
  • Hard knockdown on air counter.

Fast upper-body invincibility attack that's good for beating jump-ins especially air dash jump-ins. The upper-body invul can also be useful for low profiling most long range pokes if timed correctly. If you get an air counter hit in the corner, then it's possible to set up a zero gap H Tandem Top oki.

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

  • Makes Millia +4 on standing hit, +5 on crouching hit.
  • Very mild ground bounce on air hit.

Out of all the overheads Millia has, 6K is tied for the slowest overhead along with charged dust. Despite it being the slowest, it's probably the most useful overhead out of all of them. It's the only overhead that's not only plus on hit (+4/+5), but also plus on block (+1). Meaning that as long as the move hits, it's an extremely low risk way to overhead the opponent. On hit, +4 frame advantage is enough to get a 2K out to catch any attempts to jab Millia, however, it's usually better to do run-up grab or c.S since getting a successful 6K means the opponent didn't expect to get overhead reducing their reaction speed. On block, +1 isn't enough to extend pressure, but at least it means you can't get punished like other overheads do when they get blocked.

Pro Tip: Be sure to condition the opponent not to mash with frame traps before trying to go for 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

  • First hit makes Millia airborne making it grab invincible and air-special cancelable.
  • If blocked, there is a 2 frame gap in-between both hits
  • Long ground bounces on air hit.

6H is a move that can used in both combos and block strings much like 2H. When used in block strings, 6H will auto frame trap the opponent. But if the opponent uses an invincible reversal, then Millia will get punished for using 6H. It is generally advised not to block string with 6H unless Millia is going for a Bad Moon. In terms of comboing, 6H will be mainly used as a combo extender for it's superior corner carry, higher damage, and it's ability to sometimes loop when combined with Mirazh which can lead into even more damage. However, in most situations 2H is generally a better combo extender.

If Millia gets a counter hit 6H, she gains access to some high-damaging combos with the help of Turbo Fall & Kapel. The most common scenario to get counter hit 6H is when it's used to meaty an opponent. The first hit of 6H is considered airborne meaning meaty 6H will counter hit a player who spams wake-up grab. After the counter hit, Millia can either use Turbo Fall (lower damage but higher consistency) or Kapel (higher damage, only works up close, whiffs on Ino) to get a potentially high damaging combo.

2P

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
18 All 4 2 10 - None

Unlike 5P, 2P will hit crouching opponents and is also a frame faster, but has the downside of reduced range. As a jab, this move is inferior to 2K as 2K has more range and stronger punish. Instead 2P's main usage falls under baiting yellow RC. Since Millia really struggles to escape during the YRC guard crush state, it's not too uncommon for higher level players to spam YRC against her pressure. If you hit someone with 1P on block, 2P will still come out, but holding the 1 direction means you'll automatically block any YRC attempt. If they don't YRC, do a delayed 1P again to reset to neutral or walk/run-up grab to tick throw.

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

2K

2S

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
28 Low 11 2 18 - None

  • Trips on air hit.
  • 90% proration.

Millia's staple block string follow up after c.S due to it hitting low and having good counter hit combos after a frame trap. Can also be used as an alternative poke to f.S, as it has better reward on counter hit and is only slightly shorter in range. Great combo extender in certain situations due to the trip on air hit.

Gatling Options: 5H, 2H

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

  • Launches on hit.
  • Can link into P/K normals up close.

2H is a move that can used in both combos and block strings much like 6H. When used in a block string, 2H can have massive punishes if it counter hits on frame trap and is also slightly safer than 6H and 5H. However, the move is risky to use in block stings. With dash momentum, 2H just barely works after a 2S. But if the opponent uses FD, 2H will whiff regardless of dash momentum. In combos, it's extremely useful due to its launch on hit property. The launch on hit keeps the opponent in the air longer after Iron Savior giving more time for oki set-ups. Alternatively, Millia can take advantage of the launch to setup Septum Voices combos.

2D

j.P

j.K

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 High 6 4 12 - None

  • Jump and air-dash cancellable.

One of Millia's main air combo tools along with j.S and j.D. In combos, j.K is interchangeable with j.S. However, j.K deals less damage and scales more than j.S, but it is faster, has a larger hitbox, and launches the opponent higher. Millia can also use it to overhead the opponent during a mixup if she needs something faster than j.H. Rising j.K into another air normal before landing is good way to control air space.

Gatling Options: j.D

j.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
32 High 7 4 14 - None

  • Jump and air-dash cancellable.
  • Millia's only air normal that can counter hit combo
  • Whiffs on most crouchers or low profile attacks
  • Has extra hitstop frames on block.

Millia's main air combo tool and air-to-air poke. As an air combo tool, j.S will deal more damage and scale less, but if j.S might whiff, it needs to be swapped for j.K. It's also a great air poke due to it's counter hit property. j.S has multiple counter hit combos that can be linked into, but they can be bit tight sometimes depending on the scenario. The move also has a niche usage as an anti jump-out tool during delay H Tandem Top oki. Since the move counter hits and has more block stun than j.K, it's more useful for punishing jump-outs and stand blocks. Also it's whiff on crouch property might be considered useful if you want to hit confirm whether they are stand or crouch blocking. Rising j.S into another air normal before landing is good way to control air space.

Gatling Options: j.H, j.D

j.H

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 8 10 25 - None

  • Jump and air-dash cancellable.
  • Hits both sides of Millia.
  • Has extra hitstop frames on block.

Millia's main air mixup tool. Since it hits both sides, it can be used to either hit an opponent same side or crossup. It's low hitbox also means that it is very easy to hit crouching opponents. If j.H lands, its main follow ups are 5K/2K on hit, c.S on block (although reacting to a block is a little tricky even with hitstop frames).

j.D

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 9 7 27 - None

  • Jump and air-dash cancellable.
  • Does not launch on hit.
  • Slows down Millia's fall during startup and shifts her upwards during the active frames.

j.D is mainly only used for air combos, but it does have a niche usage as a mixup tool. Since j.D will shift Millia's momentum upwards, airdash canceling a j.D sets up a crossup. Be aware though, that it can be reacted to by a capable opponent or be mashed, so use it sparingly. j.D is death on whiff so always combo into it instead of doing it raw.

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 as a way to crush lows from a distance. Due to how it moves forward, it can be used for a confirm out of f.S > 5H if 214P will not connect. 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.
  • Can be setup with a short dash after 214P midscreen and immediately in the corner.
  • Combos ending in j.236P can lead to 236H oki with an RRC for the hard knockdown.

Certain enders like Throw will force Millia to use j.K before she lands to catch mashing or j.H to safejump reversals/crush 6P. Once respect is established, then it's party time. Millia's airdash cancels give her up to two mixup opportunities, just keep in mind that your options are far more limited after you choose the low option. Off short combos into 2D, Millia can immediately airdash after disc to make it cross up (this can also sometimes avoid reversals). Another way around reversals is Kapel, as it will generally move Millia out of the way and cause a whiff. Off a midscreen 214P, it's generally better to go for the safejump as getting a meaty dash disc and covering it with j.K is incredibly difficult.

Bad Moon

j.236P

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
5×N, 31 High 11 Until Landing 20 + 12L - None

  • Can be used on the ground with a Tiger Knee input (2369P).
  • Tip #1 for TK: Slightly delay the P because there's a 4 frame startup to jump.
  • Tip #2 for TK: If Millia is jump canceling after a normal, wait until the very end of the normal's animation before doing TK.
  • Tip #3 for TK: Doing a 23698P input still works as a Tiger Knee (useful for up-drift RC)
  • Fastest TK Bad Moon is 16 frames.
  • Alternatively you can use [6H(1) > 236P] to use Bad Moon on the ground, but this is slower and you also need to make sure 6H actually hits.

Millia's infamous instant overhead. The move is very fast and hits overhead which is useful for mixing up the opponent, however, without RC the reward for actually landing the move is very low. Midscreen you can only meaty with f.S or 2D while in the corner you can at least meaty with c.S. While these meaties are acceptable follow ups, having 50 meter to use RC makes this a much more powerful tool. tk.236P > 88.RRC can either hit confirm into a combo or lock the opponent in blockstun for a brutal 4-way mixup. Another common usage for Bad Moon besides as a mixup is for ending her air combos, however, using Kapel safe jump and c.S relauches generally leads to more favorable outcomes albeit more advance.

Iron Savior

214P

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
43 Low 20 till corner 17 + 10L - 10F onwards Airborne

  • Gives a hard knockdown.
  • After KD, Millia can safejump with [dash > jump > j.P (whiff) > airdash j.H].
  • Millia jumps forward upon recovery making her easier to punish but opens up combo opportunities in corner.

Traditionally the other part of Millia's Bad Moon 50/50, but it's too slow now and has been replaced with 2S. The move serves only to be used for ending combos or setting up RC mixups. Generally speaking you want to use 2H over 5H or 6H when linking into Iron Savior, as using 2H leaves her more plus and closer therefore meaning better oki. However, in the corner which one you choose generally doesn't matter. Sets up a delay H Tandem Top oki in the corner.

Doing a fast red RC is extremely scary and effective way to mix up an opponent after an Iron Savior. Foward-drift FRRC into j.K for an instant high, or down-drift FRRC into 2K for an instant low. Delay mixups are also possible if the opponent tends not to mash. Foward-drift FRRC j.H into delayed grab is a pretty reliable mixup, but if they try to fuzzy jump/throw clash then no-drift FRRC j.H into 2K should be out of range enough to avoid grab but close enough to hit. Another delay mixup is Foward-drift FRRC j.D delayed airdash j.H for a crossup.

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 be canceled into from a 6H(1).
  • 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 change her air momentum. It also has applications for okizeme as it allows Millia to quickly cross through opponents and end up on the other side allowing for a low/high/grab mix. This is especially useful after an H Tandem Top oki to counter any reversal attempts. If close enough and timed correctly, turbo fall will stay same side until the reversal window is over, then it will side swap. This means your opponent can only reversal in one direction which is same side, but by the time the reversal starts Millia would have already crossed up causing a whiff.

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.
  • Very low profile but not invincible.
  • In Counter Hit State until frame 19.

Millia's Roll replacement. The low profile isn't as good as it used to be, but it still retains the ability to cross through opponents. Due to how long it takes to recover from Mirazh, this is probably one of the weaker options Millia has for delay mixups. It's slower than run up grab/c.S and both get beat out by the same option which is mashing. Instead you'll usually see Mirazh used for burst baits, combos, and oki setups.

Lust Shaker

214S (mash OK)

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

  • Rises up to do 5 hits, then dives for a stronger final hit.
  • Only the last hit will wall break
  • Invincible start-up

Millia's reversal super that's also her only reversal in general. Despite it being her only true reversal, Winger is rarely ever used to reversal due to it being extremely minus on block and having a very small horizontal hitbox. Instead, it's better to use FD > Super jump, Yellow RC, or FD > Septum Voices to escape. However the move is still useful for wall breaking as it does more damage than Septum Voices and gives a hard knockdown. Beware though, if the opponent is too high then the final hit will whiff the wall break. Millia can use this whiff to her to advantage though by doing a jump > airdash for a high/low mixup.

Septem Voices

236236S

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
20×2,60 All 4+5 Until corner Total 43 - 9-26F Airborne

  • Leaves Millia extremely plus on hit
  • Juggles opponent on air-hit making it even more plus
  • Beats pretty much every projectile in the game

Using Septum Voices is probably one of the more important usages of meter for Millia besides setting up 4-way mixups with RC.

As a reversal tool, despite it not having any invul, Septum Voices can actually be a really useful way to get out of pressure given the right circumstances. As long as, the opponent isn't close enough to intercept Millia (using FD can make this a possibility), whipping out Septum Voices is an extremely consistent way of getting out of pressure. The only way to stop reversal Septum Voices is to jump, but you can bait this by merely waiting and then running under their jump. If they don't jump, you can super jump to escape instead.

It's also an amazing tool for comboing. Septum Voices does a lot of damage to the opponent and doesn't increase scaling making combos involving the move pretty high in damage (at least by Millia standards). Landing Septum Voices on hit leaves Millia plus enough to dash and setup a no gap H Tandem Top oki. However on air-hit, the juggle Septum Voices does to the opponent leaves Millia so plus she can actually combo off it. Making air-hit Septum voices a strong option to finish off an opponent.


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
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External References

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

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