GGST/Millia Rage: Difference between revisions

From Dustloop Wiki
(: Universal throw prorate data)
(→‎Universal Mechanics: changed to 6D or 4D)
Line 719: Line 719:
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="4D or 6D"
|where=chara="{{SUBPAGENAME}}" and input="6D or 4D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
Line 750: Line 750:
{{#cargo_query:tables=MoveData_GGST
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.4D or j.6D"
|where=chara="{{SUBPAGENAME}}" and input="j.6D or j.4D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}

Revision as of 07:32, 12 November 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 ground attacks like f.S, 2K and 5K, the last of which can gatling into itself for good mix-ups and stagger pressure.

Millia has access to unmatched oki setups via H Tandem Top. She recovers before the disk’s hitbox activates, giving her 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 make 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.
  • Low Execution Requirement: The overwhelming majority of Millia's combos and okizeme are pretty easy to execute, or at least when compared to older version of Millia.
  • Good Neutral: Despite Millia's buttons being only slightly above average, when combined with her extremely high mobility, she easily commands the pace of the match 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 Learning Curve: Although her combos and okizeme have a low execution requirement, perfect usage of her mobility, footsie tools, and limited defensive options are completely non-negotiable skills to have. Dying after only a few mistakes is the main downfall for beginners.
  • 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 Bones: By having the second lowest health in the game, a mediocre guts, and a high R.I.S.C. multiplier means that she is one of the fastest characters to get K.O.'d.
  • Weak Defensive options: Millia's poor defense stems from her jabs being the slowest in the game and her lack of a meterless reversal. This means escaping her opponent's pressure can be quite difficult especially if they have moves with plus frame advantage.
Error: No field named "weight" found for any of the specified database tables.
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

  • Can gatling into itself
  • Whiffs on most crouching characters.

Deals decent damage and has good range for a 5P, but whiffs on most crouchers and has a heavy proration. Can anti-air opponents due to its high hitbox, good speed, and decent combos off air-hit. It's also very useful to control space in-front of Millia to preempt an attack/approach due to it's decently long active frames and low recovery.

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

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

  • Jump cancelable
  • One of the few 5Ks that can self-gatling.
  • 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 and poking tool, tick-throw jab, and hit confirm for meaty H Tandem Top okis. Its longer range and lower commitment is what separates it from c.S as a pressure tool, but it has more limited follow-ups and weaker frame traps. It can also act as a superior poke to f.S due to 5K having better follow up options, but this is only true if Millia gets real close to do 5K.

On hit, 5K should always be gatling into 2D > H Tandem Top (236H) for the oki set-up since 5K doesn't really have any high damaging combos anyway. On block, 5K can gatling into itself allowing it to hit confirm or frame trap the opponent. Once conditioned not to mash, she 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 most backdashs 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 amazing pressure, block strings, combo links, hit confirms, anti-air potential, can burst bait, can OTG for a mixup, and catch jump outs/back dashes. Pretty much anything Millia needs, this move offers. Millia's main openings for getting this move to land are going to be meaties after knockdowns, a micro 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 and having much more varied block string routes to suit different scenarios. Although her c.S combos may not be high in damage, they 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

  • The move has two hitboxes: a close hitbox and far hitbox
    • Close hitbox is active on frame 12 and is about the range of her 2P
    • Far hitbox is active on frame 14 which leaves her -6 on block instead.
  • Causes a small ground bounce on air hit.

5H is used in both combos and block strings along with 2H and 6H. Compared to 2H, 5H is more likely to consistently hit due to it's larger horizontal hitbox, but Millia loses out on better meterless counter hit combos. Due to how her 5H hitbox works, it is only safe when used at mid-long ranges. However, she can always link 5H into Lust Shaker to make herself -5 instead of -8. The link also won't leave any gaps for the opponent 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

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Uncharged dust is useful for beginners as [5D > 88.RRC > ...] is easier and only slight slower than [tk.236P > 88.RRC > ...], but is significantly faster than [6H(1) > j.236P > 88.RRC > ...]. It can also be used as a way to cash out on built-up R.I.S.C. gauge by doing [5D FRRC c.S > ...]. But since Millia tends to focus more on mixups rather than block strings, this isn't really practical as her opponents will not have enough R.I.S.C. to justify this technique. Avoid using uncharged dust without RC as uncharged dust on-hit leaves Millia on neutral frame advantage which is extremely bad for her.


Charged Dust
  • Data in [] represents values when fully charged.
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Due to it's large and easy to spot animation combined with it's very slow start up, it can be 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 tool or as a follow up to H Tandem Top since the plus frames will keep charged dust safe. It's also possible to get a cheeky charged dust to work if the opponent was waiting for a different mixup or due to reduced reactions speeds caused by rollback frames.

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 invulnerability 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. Getting an anti-air counter hit with 6P is extremely important as it allows her to set-up meaty H Tandem Top oki from anywhere on screen thanks to Mirazh canceling.

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

  • Despite what the animation may suggest, the move is not considered airborne. Therefore it is not grab invincible.
  • 6K is tied with charged dust (5[D]) as being her slowest overhead.
  • Can be canceled into other specials/supers on hit or block.
  • Forced crouch on ground hit, mild ground bounce on air hit.

6K is a slow overhead that can comboed on-hit or made safe on-block using special moves thanks to it's new special/super cancelable property. Lust Shaker is going to be the the main choice for special canceling as it's safe on 3-hit and soft knockdowns on 9-hit. With meter, using Purple RC S Tandem Top and Septem Voices are much more favorable choices. PRC S Tandem Top can combo into a corner carry soft knockdown, or a 4-way mixup if it's blocked instead. Septem Voices on-hit can be converted into a meaty H Tandem Top, and it also leaves her plus on-block although it's not enough to really do anything

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.
  • Long ground bounces on air hit.

6H is used in both combos and block strings along with 2H and 5H. When used in block strings, 6H is usually used to chase down an opponent using FD or to special cancel into Bad Moon (generally not advised in high level play). In terms of comboing, 6H is great for it's superior corner carry, higher damage, and it's ability to sometimes loop when combined with Mirazh. 6H also has some pretty good combos off counter hit as she can cancel the first hit of 6H into Turbo Fall or Kapel for either high raw damage or for a meaty H Tandem Top setup. CH 6H will mainly come from meaty 6H after a knockdown to counter wake-up grab.

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

  • Millia's fastest jab
  • Can gatling into itself
  • Can OTG into Mirazh for a left/right mixup, but it loses to grab.

Since 2P is her fastest jab, she can use it defensively to escape pressure or to intercept an opponent's tick-throw. She can also use it as a tick-throw herself, but 5K is usually better since it has multiple mixup options for the opponent to worry about aside from tick-throw making it more effective. 2P is also effective at baiting yellow RC and burst. If she hits her opponent with 1P, the 2P will still come out and it'll automatically block any YRC/burst at the same time. If they don't YRC/burst, she can either do a tick-throw or a delayed 2P to reset to neutral.

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

2K

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 Low 6 3 12 - 6-13F Low Profile

  • Can OTG into Mirazh for a left/right mixup (Doesn't work on PO, FA, NA, GO).
  • Trips on air hit.

2K's speed makes it great for whiff punishing an opponent or as a low mixup. It can also be used as a defensive jab over 2P as it has better reward and range at the cost of being slightly slower. Combos into 2D allowing for a meaty H Tandem Top oki. Against non-big body characters, 2K can also OTG into Mirazh for a nasty two way mixup. In order to do this, Millia must be as close as possible with as much dash momentum as she can, using 3K instead of 2K might help with consistency. Trip on air-hit can also offer a very niche combo extending property.

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

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.

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. It's also useful as an alternative poking tool for f.S as it doesn't whiff against low profiling opponents an it also has more rewarding combos on counter hit. The only real downside is the slightly lower range and longer startup. 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
  • If Millia doesn't follow up, opponent will soft knockdown after landing (+40 Alone/+35 with Mirazh).

2H is used in both combos and block strings along with 5H and 6H. When used in a block string, 2H can have massive punishes if it counter hits on frame trap. However, the move is risky to use after a 2S as it tends to whiff (especially if the opponent FDs). In combos, its launch on hit property is extremely useful as 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 Septem Voices combos.

2D

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
30 Low 12 3 19 - None

  • Makes opponent hard knockdown giving +48 frame advantage (+45 with Mirazh)

Millia's primary set up for meaty H Tandem Top okizeme. 5K and 2K are the main moves Millia will use to gatling into 2D. Gatling c.S into 2D is also an option, but this is generally only done if the opponent is to far to consistently gatling into higher damaging combos. It's important to be careful when using 2D. Because 2D is -11 on-block and doesn't have any no-gap cancels to make it safe, a blocked 2D can potentially get Millia destroyed depending on the opponent's reversal tools.

j.P

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 High 5 4 12 - None

  • Millia's fastest air jab

j.P can be used as a double overhead after an airdash that will still link into 2K > 2D, or it can also be used as an air tick-throw mixup instead. The most consistent setting up for the double overhead is usually after a j.H airdash cancel. It's other usage is as a frame kill to help setup safe jump after Iron Savior although this is slowly becoming less and less popular as a mixup option over time.

Gatling Options: 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

  • Can be canceled into Jump, air-dash, or air-backdash.

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 is faster, has a larger hitbox, and launches the opponent higher than j.S, but it does noticeably lower damage. Millia can also use it to overhead the opponent during a mixup if she needs something faster than j.H. It's a popular choice for delay H Tandem Top oki for this reason. 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

  • Can be canceled into Jump, air-dash, or air-backdash.
  • Gives medium counter hit
  • Whiffs on most crouchers or low profile attacks

Millia's main air combo tool and air-to-air poke. As an air combo tool, j.S will deal more damage than j.K. But if j.S might whiff, it can usually be swapped for j.K to keep the combo going. It's also an excellent air poke due to it's counter hit property and range. 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

  • Can be canceled into Jump, air-dash, or air-backdash.
  • Long active frames is deceptive. Only the first 4 frames hit front and back, the last 6 will only hit behind.
  • Gives medium counter hit
  • Hits both sides of Millia.

j.H's low hitbox, high attack level, and low landing recovery makes it a great high mixup and even a left/right mixup as well since it can also hit both sides of Millia. It's low hit box can also beat out 6Ps especially if Millia uses an FD cancel airdash. If j.H hits the opponent, its main follow up will usually be c.S. Canceling c.S's first hit into 2D keeps the opponent closer allowing Millia to do a crossup H Tandem Top. It can also be converted into block string pressure instead if they end up blocking the j.H. However, Millia can use 2K instead if the opponent has been condition to block only high (either micro dash or Mirazh cancel so crossup H Tandem Top is possible). j.H is also a useful air combo tool as it does optimal damage, however, this is super character weight dependent

Gatling Options: j.D

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

  • Can be canceled into Jump, air-dash, or air-backdash.
  • 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

6D or 4D

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
70 Ground Throw 2 3 38 - None

  • Hard knockdown gives +61 frame advantage (12 frame gap for H Tandem Top oki).
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
  • Can throw the opponent either forward or backwards.
    • Offensive back throw (Opponent in corner) puts Millia in-between the opponent and the wall.
    • Defensive back throw (Millia in corner) will leave a subtle gap between the opponent and the wall.
      • Millia can act slightly before the camera is done moving (don't let this frame advantage go to waste).

Millia's throw leaves her extremely plus allowing her to go for four main mixups: Airdash 4-way mixup, 5K/c.S OTG, 2K Mirazh OTG, or delay H Tandem Top oki. Using airdash to 4-way mixup should be the main default midscreen mixup as it both leads into meaty H Tandem Top oki and safe jumps if timed correctly. 5K/c.S OTG is another option that can be used to throw off an opponent that's too used to the airdash 4-way mix allowing Millia to potentially steal a game. Similarly, 2K Mirazh OTG is a character specific mixup that's hard to do but is completely unreactable, leads into great reward on-hit, and is deceptively fast enough to beat grabs.

The final option, delay H Tandem Top oki, initial seems like a good option. However, because grab H Tandem Top oki leaves a 12 frame gap, a knowledgeable opponent could have serval escape options at their disposal. Most non-invincible escape options lose to j.H, but j.H only leaves Millia with a 2-way mixup to follow up with. It's best to only use delay H Tandem Top oki in the corner since corner mixups are always exclusively high/lows anyway, but Millia can still use midscreen delay H Tandem Top oki if she is willing to take the risk.

Air Throw

j.6D or j.4D

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
70 Air Throw 2 3 38 or Until Landing+10 - None

  • Hard knockdown gives +47 frame advantage
  • Can throw the opponent either forward or backwards.
  • 75% forced proration before all damage is dealt, 50% forced proration after all damage is dealt.
    • Puts Millia full screen away from the opponent after the cinematic

Air grab is mainly used if Millia is extremely confident the opponent is going to air block since air grab is the only option that beats air blocking. It can also be useful in scenarios where her air normals and anti-airs will likely lose against her opponent's option. Air grab won't setup any okizeme mixups midscreen, but she does has time to meaty with c.S allowing her to strike/throw mix. In the corner, it's possible for her to do a basic high/low mixup with an airdash.

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
  • Fully extends at frame 48 giving -1 frame advantage instead of -14.
    • Other forms of meaty contact (such as meaty okizeme or air-hitting) can also achieve -1 frame advantage.
  • Makes opponent soft knockdown (+29/+42 with a perfect meaty), but this is only useful in the corner.
  • Launches Millia upward allowing her to evade some attacks while still putting offense.
  • Puts Millia in counter hit state for the entire duration.

Great poke for players that abuse long range disjointed pokes such as Sol's 6S, Gio's 2D, Ramlethal's f.S, etc. It can also be used as a combo ender when f.S > 5H will not link into Iron Savior due to distance. It also offers her some excellent corner combos when combined with 2H as the launch from 2H will cause S Disc to hit meaty. 2H meaty S Disc can link into anything faster than 12 frames. If Millia is desperate, forward-drift PRC S Disc is an easy get in option that can combo on-hit or 2-way mix on-block (can 4-way sometimes depending on distance).


H Tandem Top
  • Launches Millia even higher and recovers before landing with all air options still being available.
  • Will land and can act on frame 66
  • When referring to it's use during okizeme, the move has two main types: Meaty H Disc (hits opponent immediately) and delay H Disc (doesn't hit immediately)
Meaty H disc setups: 2D, air counter hit 6P, Septem Voices, any delay H disc starter + purple RC, any red RC hit
Delay H disc setups: Ground grab, 2H, air-hit c.S, air-hit 6H, Iron Savior, delaying a meaty H disc starter
Some Notes: 1) Some setups only work in the corner. 2) Not all delay H disc setups are the same. Some have bigger gaps than others.

H disc is probably Millia's most important knockdown okizeme of all as it does the most damage and has the highest chance of success. Meaty H Disc hits the opponent as soon as they wake-up making reversals the only escape option. If Millia is confident that the opponent won't reversal, she can basically go ham with the 4-way mixup. However if reversals are a genuine concern, then she can use the many options available to her to bait them. Delay H disc on the hand doesn't hit immediately after wake-up which gives the opponent way more escape options aside from just reversal. To stop this, Millia has to use j.H to beat out ~90% of most escape options (backdash and reversal can sometimes still win). Once conditioned with j.H, a mix between j.H again or crossup is usually the safest option.

H Disc is also a very useful but niche tool for neutral as well. If Millia wants to zone out her opponent rather than try to rush down, H Disc becomes an extremely powerful tool for slowing down the pace of the match. When combined with S Disc, it can be really hard for the opponent to tell when to approach and when to be patient. It can be even more oppressive when Millia has 50 meter to make herself safe with PRC when she's wrong. Millia can also do a similar idea when trying to call out projectiles since H Disc launches her high enough to go over most projectiles.

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 or 2369P).
Tip #1: Slightly delay the P because there's a 4 frame startup to jump.
Tip #2: To do a jump cancel TK, wait until the last second of the attack's animation before doing TK. (jump cancel TK is unnecessary, just input Bad Moon normally)
Tip #3: Doing a 23698P input will still work as a TK Bad Moon (useful for up-drift RC)
  • Fastest TK Bad Moon is 16 frames.
  • Alternatively Millia can use [6H(1) > 236P] to use Bad Moon on the ground, but this is slower.
  • Makes opponent soft knockdown (+16), but this is only useful in the corner.

Millia's infamous instant overhead. The move is very fast and hits overhead making it an important mixup tool. Midscreen, Bad Moon only allows Millia to meaty with f.S or 2D. In the corner, it's possible to meaty with c.S or she can 2S/Bad Moon/Grab for a 3 way mixup. With 50 meter Millia can use RRC to make Bad Moon a much more powerful tool. tk.236P > 88.RRC will either hit confirm into a combo or lock the opponent in block stun for a brutal 4-way mixup. Bad Moon is also one of Millia's air combo enders, however, using Kapel safe jumps and c.S relaunches will generally lead into more favorable okizeme.

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

Also known as "Hair Car" by the community.

  • Hits low and gives a hard knockdown (+63).
  • Her highest damaging OTG making it good for finishing the opponent off (doesn't work on Winger's KD)
  • Hitbox extends past Millia's foot making it a decent disjointed poke.
  • Upon recovery, Millia now jumps forward instead of back making her more punishable but also allows for new combos.

Iron Savior serves two main purposes: ending combos and being a high commitment poke. Ending combos with Iron Savior gives a +62 knockdown which is ample time to either set up a j.P/j.K safe jump or a classic run up airdash 4-way mixup. Iron Savior is also a great poke for stuffing out the attacks of players who like to go full offense or for players who tend not to crouch block or jump during footsies. When using Iron Savior raw, Millia should be prepared to use PRC to make it safe in the event it is blocked.

With Red RC, it can also be used as a means of setting up mixups. FRRC mixups are good for calling out the opponent's reaction speed as the speed they come out can be overwhelming. However, doing a FRRC is a very high commitment mixup option that can be somewhat unsafe of block. Not to mention if the Iron Savior actually hits, Millia will lose out on a free combo. Normal RRC on the other hand tends to be a little safer and if the Iron savior connects, it's easy to react and convert into full combo.

  • FRRC mixups include: [66.FRRC j.K], [22.FRRC 2K], [(66)FRRC j.H (whiff) land 2K/throw], [66.FRRC j.D airdash j.H].
  • Normal RRC mixups include: [66.RRC j.K/j.H], [66.RRC land 2K], [66.RRC j.P land 2K/throw], [66.RRC j.D airdash j.H]

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

  • Millia pauses and then shoots downward at a steep angle.
  • Can phase through opponents.
  • Can be canceled mid animation into any air special.

By canceling Turbo Fall into Kapel, Millia can make her opponent very wary of trying to punish/intercept her while doing this move. This makes Turbo Fall a decent air approach option with good conditioning. 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 high/low/grab mix. This is especially useful after a meaty H Tandem Top oki to counter any reversal attempts if close enough and timed correctly.

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 opponent on frames 6-14.
  • Can be canceled mid animation into any ground special/super.
  • Very similar upper body invulnerability to 6P.
  • Millia starts moving at approximately frame ~10 and stops moving at about frame ~20.

Millia's Roll replacement that's slower and isn't nearly as low profile. Due to how long it takes to recover from Mirazh, it's one of Millia's weaker delay mixups since run up grab/jab are usually faster and are more guranteed to actually mix the opponent. Mixing with Mirazh seems to be more effective on online matches or in scenarios where the opponent was more focused on her other mixups.

The main usage for Mirazh however, isn't for mixing up the opponent but rather for Mirazh canceling. In neutral, Mirazh cancels are mainly to low profile projectiles into Iron Savior counter hit, but they can also be used to approach quickly into a PRC S Tandem Top poke. In combos, Mirazh cancels are vital for opening up newer higher damaging combos or for gaining better positioning for oki setups.

Lust Shaker

214S (mash OK)

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
7×3, 7x6, 7x9 All 13 [1(3)]×2~8, 1 -16, -18, -20 - None

  • Depending on how much Millia mashes S, Millia can get 3 different versions: 3-hit, 6-hit, and 9-hit
  • Each version has slightly more range than the last but will also have more recovery
  • As of Ver 1.10, it no longer loses to 6P and the last hit will have extra knockback
  • Chip damage is underwhelming but FD meter drain is godlike

3-hit and 6-hit are safe on block depending on distance, however, some characters can punish 9-hit regardless of distance (like  Sol's 6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27 or  Ky's Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14]). Mainly used to make unsafe block stings more safe, frame trapping, or to drain the meter of an opponent who abuses FD. Despite the chip being low, it can also be a useful way to finish off a low health opponent especially if Millia has meter to red RC into another Lust Shaker.

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

  • Millia recovers in air after half a second and can still use attacks or specials but not airdashes or double jumps.
  • Makes opponent soft knockdown (+32 with TK Kapel, but will vary depending on Millia's height and if the opponent is airborne)
  • In Counter Hit State until frame 15.

Kapel's main usage is for either approaching and/or countering anti-airs. Millia can use it early to launch herself towards her opponent which can be hard to anti-air if she crosses up. Alternatively if she is already approaching the opponent, she can use it to escape when she feels the opponent is about to try and anti-air her. If Kapel hits the opponent and launches them in the same direction Millia goes, she can meaty with c.S. Approaching and anti-air countering is especially powerful when combined with Turbo Fall as the two combined can make it very hard to anti-air Millia.

Kapel can also be used for things other than approaching like setting up safe jumps and air comboing. If Millia drops her air combos with Kapel at very specific points, she can safe jump with j.H as she is landing. She can also use it in her air combos near the corner to adjust the height between her and the opponent allowing for higher damaging combos that will wall splat the opponent low to the ground for a Winger wall break. Depending on her height, she can also combo off an anti-air Kapel as well.

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
  • Last hit gives hard knockdown (+31) which is enough to meaty 5K/c.S
  • Invincible start-up

Millia's reversal Overdrive, and her only reversal in general. It's very fast, but very punishable on block and has short horizontal range, so its use as a reversal should be reserved for calling out frame traps or escaping the pressure of overly aggressive opponents. If they are purposely spacing themselves so Winger will whiff or they patiently block to see your defensive reactions, it's best to opt for a different escape option.

Winger is the preferred Overdrive to use for wall breaking as it does more damage than Septem Voices. If the opponent was wall stuck too high then the diving hit will whiff, preventing the wall break from occurring. Millia can use this whiff to her to advantage 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

  • On-hit, it will hard knockdown the opponent (+67 point blank, but increases significantly with distance or with air-hit)
  • Juggles opponent on air-hit making it even more plus
  • Beats every non-super projectile in the game. Loses to every super projectile except Zato's Sun Void (It will trade but Eddie still comes back)

Septem Voices is one of the most important meter usages Millia has due to how amazing Septem Voices is for comboing. Septem Voices does a lot of damage to the opponent and doesn't increase scaling much making combos involving the move pretty high in damage (at least by Millia standards). Landing Septem Voices on ground hit leaves Millia plus enough to dash and setup a meaty H Tandem Top oki. However on air hit, Millia is so plus she can actually combo off it making air-hit Septem voices a strong option to finish off an opponent. Septem Voices is especially powerful when combined with Mirazh canceling as Mirazh cancel Septem Voices leaves Millia so close to the opponent that combos and H Tandem Top oki are pretty much guaranteed.

It's also surprising decent in certain scenarios and matchups as a reversal. Despite it not having any invul, Septem 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 Septem Voices can be a surprisingly effective means of escaping pressure. The only way to stop reversal Septem Voices is to jump over it, but this can be baited by merely waiting and then running under their jump.


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.

Template:Navbar-GGST