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 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.
- 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, high R.I.S.C. multiplier, and the second lowest health in the game means Milia cannot afford to make mistakes.
Millia Rage |
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Normal Moves
5P
- 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 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
- Unique Gatling into itself and 2K.
Good reach, making it a great poke at a pinch in which she is not close enough for a c.S and f.S is too slow. Its hitbox is low enough that it can OTG, pairing with its jump-cancellable property can help her with crossing-up the opponent. Chain into itself or 2K for hit-confirming, and into 2D for knockdown and setplay. 5K's delay garling into itself is vital for Millia's stagger pressure. Once her opponent respects 5K > dl 5K, she can start to mix in microdashes to capitalize on their hesitence.
Gatling Options: 6P, 5K, 2K, 6K, 6H, 5D, 2D
c.S
- Hits twice, jump cancelable on both hits.
A great move for Millia as it's useful as both a close anti-air and pressure tool. Reaches high enough to beat careless jump-in attempts. c.S > microwalk c.S can be useful to catch jump outs, and delay gatling 2S can hit people pressing buttons or expecting a throw. This is also her staple move 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
Millia's primary footsie button. Now can get more consistent meterless knockdown with 5H into either Iron Savior for hard knockdown. S Tandem Top is olso useful to make it safe at a distance, with the cost of being less rewarding on hit. Not very bad on air hit; 2H still combos if f.S hits high enough, but 2S is generally prefered.
Gatling Options: 5H, 2H
5H
- Fully extends at frame 14.
- Causes a small ground bounce on air hit.
Has better range and active time than f.S, but mostly combo filler. Combos into Iron Savior and Tandem Top, but not at max range. Is faster and has more range than 2H, but is inferior to 2H in other ultilities.
5D
- Data in [] represents values when fully charged.
- Causes floating crumple on uncharged, ground hit, delaying a follow-up will force stand.
- Deals more damage when fully charged, launches opponent on hit if combo'd into.
- Homing Jump cancelable on raw hit when fully charged, Homing Jump sequence forces an Area Shift.
- 80% proration if not fully charged.
Uncharged is her second fastest grounded overhead, second only to TKed Bad Moon, but with less frame disadavantage. The charged version is the same as other Charged Dusts, but her Charged Dust combos deal less damage than most other characters'.
6P
Anti-Air. Fast, and the upper-body invincibility making it beat jump-ins easily, but comboing with it on airborne opponents mid-screen is hard without air CH and/or RC. Knocks down on air CH, granting you a Tandem Top oki.
6K
- Very mild ground bounce on air hit.
Overhead. Slowest out of her grounded overheads, but the only one plus on block. The mild foot invincibility definitely helps it beat low pokes, but you cannot combo after it without RC. Using it in BRC combos generally isn't worth it. You're plus on block after that, so you can continue your offense safely.
6H
- Long ground bounces on air hit.
Has two hits. Both are mids. The first hit leaves Millia in the air, allowing her to use air specials. The second hit gets her back to the ground, giving her access to grounded specials. Leaves an automatic gap when cancelled even immediately from normals that can cancel into it.
6H(1) > Turbo Fall will have her land quickly and throw opponents too focusing on blocking. 6H(1) > Kapel helps her mess with certain abares and can also combos if the first hit is a CH on anyone but I-no. 6H(1) > Bad Moon and 6H > Iron Savior make a somewhat subpar high/low mix-up.
Beware not to abuse this move, though, as there is a gap between the two hits, so DP mashers can do what they are the best at out of it.
2P
Millia's jab. Hits crouchers, unlike 5P, and is also a frame faster, but usually falls behind compared to 2K.
Gatling Options: 5P, 2P, 6P, 6K, 6H
2K
- Trips on air hit.
- 70% proration.
Heavy proration, but is one of her fastest ground normals. Combos into 2D for knockdown. One of her staple tool for Tandem Top mixups. The velocity on air hit makes it the best choice before 6H.
Gatling Options: 6P, 6K, 6H, 5D, 2D
2S
- Trips on air hit.
- 90% proration.
A bit on the slow part, but this low has better proration than 2K, so if you can hit the opponent with that, you can net for big damage. The horizontal velocity the move exerts on the opponent is less than that of f.S, so it's preferable to use over f.S in certain combos, especially on airborne opponents.
Gatling Options: 5H, 2H
2H
- Launches on hit.
- Can link into P/K normals up close.
Mostly a combo tool, but also her most damaging counterhit starter. 2H > S Tandem Top leads to a combo in the corner. 2H > 214P also leads to her best non-2D knockdown, and 2H > 236236S lets her continue a combo. Should it counterhit, cancel into Mirazh and continue from there. Its input and appearance may suggest its use as an anti-air, but Millia has far better (and faster) ones at her disposal.
2D
Her leg is covered with her hair, in the shape of an eagle's talons, knocking the opponent down. Has good active time, and your primary way to set up Tandem Top oki.
j.P
Air jab. The fastest normal Millia has. Combos into Bad Moon or Kapel with heavily scaled damage, but its real use lies in air blockstring due to it being a jab.
Gatling Options: j.P
j.K
- Jump and air-dash cancellable.
Millia kicks upwards in the air. Has lower hitbox than the leg suggests. Deals less damage and scales more than j.S, but is faster and launches the opponent higher.
Gatling Options: j.D
j.S
- Jump and air-dash cancellable.
Has good horizontal reach. Chains into j.H and j.D. If you want to safejump the opponent, this is your primary option. In combos, if you double jump after j.D, j.S can link into itself before Millia lands for a relaunch (you cannot loop that due to the gravity increase though).
Gatling Options: j.H, j.D
j.H
- Jump and air-dash cancellable.
Can cross-up; use it in conjunction with some tricks to keep the opponent guessing. Is air-dash cancellable, which helps you do tricky mix-ups.
j.D
- Jump and air-dash cancellable.
Slows down Millia's fall during startup, and shifts her upwards during the active frames, so she can screw certain anti-air attempt with this. The range is nerfed compared to its Xrd counterpart, in exchange to less startup.
Universal Mechanics
Ground Throw
Assassin's move. Allows you to set-up a Tandem Top oki, you can also throw before disc hits.
Air Throw
Standard airthrow. Gives her a mixup oppotunity, but too little time for a Tandem Top oki.
Special Moves
Tandem Top
236S/H
Also known as "Disc" by the community.
- S Tandem Top
- Meaty contact can increse her frame advantage up to -1.
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 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.
Using j.K after setting up an H Tandem Top will prevent jump outs and also set up an airdash j.P/land 2S mixup. Once that is established, then it's party time.
Bad Moon
j.236P
- Fastest TK Bad Moon is 16 frames.
Millia's infamous instant overhead. Very fast by overhead standards, but a risky choice to make without 50% meter or a Tandem Top already on its way to cover. With this you can get the opponent to guess after blocking your 5K or c.S.
Turbo Fall
j.236K
- Goes through opponents.
- Can cancel into from any airborne move, great in tandem with 6H or 236H.
- 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
- Hits low.
- Gives a hard knockdown if it is too far for 2D
- Can safejump through a dashjump jH
Traditionally the other part of Millia's Bad Moon 50/50, but now is too slow to fulfill that purpose. Millia jumps forward upon recovery, which both gives her a combo in the corner and makes her easier to punish.
Lust Shaker
214S (mash OK)
- Can be mashed for more damage and range.
- Data in [] refers to mashed version.
Safe on block if you don't mash it. Useful as a way to check how your opponent is using defensive options due to the barrage of hits.
Mirazh
214K
- Can 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
- 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
Millia's reversal super, although not very reliable. She raises her hair wings, rises up for 5 hits, and then dives down for a big last hit. Only the last hit wall breaks. Due to that, you can set up your air combo to get the opponent wall stuck in so high a position that the last hit of Winger coming afterwards whiffs.
Septem Voices
236236S
- Gives a hard knockdown for 236H setup
One of the few supers in Strive which you can combo after without an RC or any specific positioning, although PRC-ing will give you easier followups. Also combos into itself anywhere should you catch someone with it randomly in neutral.
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Page | Status | % |
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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 |