GGST/Millia Rage

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Revision as of 17:02, 6 October 2021 by NotMeat (talk | contribs) (→‎Iron Savior: Iron Savior is used a little differently now)



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 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.
  • 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.
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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

  • 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 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 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, Millia 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 Millia doesn't have to guess if they blocked and also has much more varied block string routes to keep the opponent guessing. 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

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 All 9 2 19 -

  • If hit at max range, the move is extremely safe.
  • Millia's f.S doesn't whiff against 6P unlike other f.S attacks, but it will still lose if 6P becomes active first.

Millia's primary footsie button for intercepting the opponents attacks. Links into a meterless knockdown with 5H > Iron Savior, but only when it hits mid-to-close range. Counter hit is required for to combo at max range.

Gatling Options: 5H, 2H

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 leaving her -6 on block.
  • Non-extended hit box is actually pretty short (about the length of her grab)
  • 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. Note that 5H is only safe at mid-long range. If Millia does end up being too close she won't be safe after 5H. However, she can link into Lust Shaker which can make her safe (makes Millia -5 instead of -8), and it doesn't leave any gaps to mash a reversal either.

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) > 236P > 88.RRC > ...]. Aside from that, uncharged dust is pretty useless due to it not comboing meterless and leaving Millia on neutral frame advantage on-hit (which is extremely bad for her).


Charged Dust
  • Data in [] represents values when fully charged.
  • Charged dust leads to hard knockdown.
  • 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 dust 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 because of rollback jank).

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. If Millia gets an air counter hit in the corner, then it's possible to set up a meaty 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

  • Despite what the animation may suggest, the move is not considered airborne. Therefore it is not grab invincible.
  • 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 with charged dust (5[D]) as being her slowest overheads. Despite it being one of the slowest, it's probably the most useful overhead out of all of them. It's the only overhead that's both plus on-hit (+4/+5) and 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 safely get out a 2K and if she got crouching hit, she can safely get out a 5K instead. In practice though, 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 which will reduce their reaction speed. On block, +1 isn't enough to extend pressure, but at least it means Millia can't get punished unlike her other overheads. Note that 6K can be fuzzy blocked if Millia exclusively goes for it, so try to go for Bad Moons as well.

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 used in both combos and block strings along with 2H and 5H. When used in block strings, 6H will auto frame trap the opponent, but it can be punished if the opponent uses an invincible reversal in-between the two hits. Usually Millia will use 6H to chase down an opponent using FD (as FD will make the gap go away) or to special cancel into Bad Moon (generally not advised in high level play). 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 for even more damage. In most situations 2H is generally going to be the better combo extender due to it's consistency and better follow ups, but if she really needs the extra damage 6H is where it's at.

Another niche usage of 6H is as a means of catching all grab escape options. If the opponent tries to jump out, 6H will either catch their start-up or at least pull them back down. If they instead back dash, then the second hit of 6H with catch their recovery. Tech grab isn't viable either since 6H is airborne so it's a free counter hit. In the event of a counter hit 6H, Millia 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. However, this all assumes the opponent is going to both predict and try to escape a grab. Both 5K and c.S can catch grab escape options while also providing better pressure if they decide to keep blocking instead.

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 can hit crouching opponents and is also a frame faster, but has the downside of reduced range. As a defensive jab, this move is inferior to 2K as 2K has more range and stronger punishes. It's also not a good raw tick throw either since it doesn't offer much benefit to tick throwing over 5K (5K will tick throw 1 frame slower, but it has more options if Millia decides not to tick throw instead). 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 during her pressure. If she hits her opponent with 1P, the 2P will still come out but holding the 1 direction means she'll automatically block any YRC attempt. If they don't YRC, do a delayed 1P again to reset to neutral or 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 can hit low profile attacks at the cost of a little bit of range. It also has better more rewarding combos on counter hit than f.S. 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.

6H is used in both combos and block strings along with 2H and 5H. 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 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

Millia's primary set up for a meaty H Tandem Top okizeme. 5K and 2K are the main moves Millia will use to gatling into 2D. Gatling into 2D with c.S is technically also an option, but it's generally not recommended as c.S has higher damaging combos that still lead into hard knockdowns. Because 2D is -11 on-block and doesn't have any no-gap cancels to make it safe, 2D is actually death on-block depending on the opponent's reversal tools so be careful and always hit confirm into 2D.

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 attack

Doing an airdash before hand allows Millia to do a double overhead using two j.Ps while still linking into 2K > 2D which can catch the opponent off guard. Alternatively Millia can airdash j.P into run up throw as an airborne tick-throw which can scare the opponent into choosing an option after getting hit with j.P. It's also used to setup safe jump after Iron Savior. This can be done either by doing: [jump forward > j.P (whiff), airdash > j.H > ...] or by doing [micro dash > jump forward > j.P (whiff), airdash > j.H > ...] for a crossup safe jump. Some players swap j.P for j.K claiming better consistency, but this is up to personal preference.

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

  • 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 will deal less damage 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. It's also an important tool during delay H Tandem Top oki for preventing jump outs. 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

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 needs to be swapped for j.K to keep the combo going. It's also a great air poke due to it's counter hit property and range. 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 for trying 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.

Millia's main left/right mixup tool in the air thanks to its hitbox hitting both sides of Millia. It's low hitbox and long active time grants it the ability to easily hit crouching opponents and sometimes even 6Ps. It will also be the main go to air normal for safe jumping due to it's decently high attack level and low landing recovery. If j.H hits the opponent, its main follow ups are 5K/2K. If it gets blocked Millia can use c.S for pressure instead although reacting to a block can be a little tricky.

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

6D or 4D

No results
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

  • Doing a back throw into the corner leaves enough room for Millia to crossup.

Allows Millia to set-up a delay H Tandem Top oki. It's possible to throw again before the disc even hits, but it's only really possible in the corner. Alternatively it's possible to instead OTG with 5K or c.S(1) to set up a 4-way mixup, or alternatively she can do a basic j.P safe jump. OTG and safe jump are generally preferable when the opponent has a DP or reversal habit as delay H Tandem Top oki struggles too much to be worth using when reversals are involved.

Air Throw

j.6D or j.4D

No results
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

Air grab isn't really used much since Millia's air normals are usually the preferred tools for anti-airing as they're safer and usually easier to pull off. Air grab won't setup any okizeme mixups midscreen, but in the corner she can do a basic high/low mixup with an airdash. The move isn't completely worthless midscreen, however, as she does has time to meaty with c.S and can therefore strike/throw mixup.

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.
  • 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 can even be used for 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.



H Tandem Top
  • Launches Millia even higher and recovers before landing with all air options still being available.
  • When referring to it's use during okizeme, the move has two different versions: 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.

Meaty H disc is probably Millia's most important knockdown okizeme of all as it has the highest chance of successful mixup due to its mixup chains. Her main mixup chain starts with either an early airdash or a late airdash for a left/right mixup. The next mixup would be to airdash again to either hit high with an air normal (j.K usually) or land and go for a 2K. If the final mixup fails, then Millia can either run up grab or c.S. It's best to use as little of the chain as possible, as going deeper into the chain makes the follow ups weaker. To bait DPs and reversals, Millia can do a delayed Turbo Fall to safe crossup, but only if she is close enough to the opponent. Alternatively she can airdash early for crossup and block the reversal for a punish (usually 2K > 2D) or land on same side and block for a punish (usually 2H > Mirazh > ...).

Delay H disc is significantly worse than its meaty counterpart, but it's still useful when done correctly. The main problem with delay H disc is jump-outs and reversals. Although not all of them suffer from this, the main delay H disc setups (Ground grab and Iron Savior) will. Using j.K is the main method of dealing with jump-outs due to it being pretty fast and having a higher attack level than j.P. However j.S and j.H are also good options as j.S can counter hit, and j.H can hit 6Ps. Once the opponent has been condition not to jump out, Millia can use delay H disc the same way she would a Meaty H Disc. If there is a good chance of the opponent will use a DP or reversal, then don't go for delay H disc but instead go for Safe jumps as they have a much higher chance of success. It's also possible to fake out a delay H Disc with forward-drift RC if timed correctly.

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 not only slower, but also 6H MUST hit or else Millia can't cancel into Bad Moon.

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 Millia can only meaty with f.S or 2D while in the corner it's possible to 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 jumps and c.S relauches will generally lead into more favorable outcomes.

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 (+62).
  • 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 corner combos.
  • In older versions, if the move ever clashed, Millia would be helplessly stuck in the move's animation for an extended period of time. As of V1.09, this has been removed.

Traditionally the other part of Millia's Bad Moon 50/50, but it's too slow now and has been replaced with 2S. Instead the move serves two main purposes: ending combos and being a high commitment poke. Ending combos with Iron Savior is a big part of starting her loops as the +62 knockdown gives ample time to either set up a j.P/j.K safe jump or a classic run up airdash 4-way mixup. Using Iron Savior as poke can also be useful thanks to the low profile past her knee, disjointed hitbox past the foot, and decent combos on counter hit. The move is perfect for stuffing out the attacks of zoning mashers or to poke players who tend not to crouch block during footsies. Using Iron Savior in neutral will condition players to start crouch blocking more, slowing down they're pace and letting Millia get in more easily. Though the Millia player must be prepared to use PRC to make is safe in the event it is blocked.

With the help of Red RC it can also be used as a means of setting up mixups. There are two categories of mixups: Fast RRC & Normal RRC 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. FRRC mixups include: [66.FRRC j.K], [22.FRRC 2K], [(66)FRRC j.H land 2K/throw]. Normal RRC on the other hand tend to be a little safer and if the Iron savior connects, it's easy to react and convert into full combo. 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

  • Can phase through opponents.
  • In counter hit state for the entire duration.

Millia pauses and then shoots downward at a steep angle. Good to mixup 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 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 opponents.
  • Very similar upper body invulnerability to 6P.
  • In counter hit state until frame 19.
  • Millia starts moving at approximately frame ~11 and stops moving at about frame ~25.

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. Both run up and Mirazh use the same follow ups of grab/c.S and also get beat out by the same option which is mashing. However, run up is faster than Mirazh and crossing up doesn't matter if the opponent mashes anyway. Instead, Mirazh will usually get used for burst baits, combos, and oki setups. It's also possible to experiment with avoiding aerial attacks such as jump-ins with Mirazh thanks to the low profile.

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
  • Chip damage is underwhelming but FD meter drain is godlike
  • Data in [] refers to mashed versions.

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, for frame trapping or to drain the meter of an opponent who abuses FD. Despite the chip being low, it can be 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.
  • In Counter Hit State until frame 15.

Millia's main counter to an anti-airing opponent or as a way to fake out an approach in the same way Hair Pin could. Due to how committal anti-air normals are in Strive, baiting one with Kapel will usually let Millia whiff-punish it once she lands. Even if Millia can't get a proper punish, she can at least pressure with 5K or c.S. During an air combo, it can be used to adjust the height between her and the opponent particularly in terms of wall breaking. If Kapel hits the opponent and launches them in the same direction Millia goes, she can meaty with c.S.

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 > Septem Voices to escape. However the move is still useful for wall breaking as it does more damage than Septem 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 every non-super projectile in the game. Loses to every super projectile except Zato's Sun Void (trades but Eddie will still come back)

Using Septem 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, 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 is an extremely consistent way of getting out of pressure. The only way to stop reversal Septem Voices is to jump, but this can be baited by merely waiting and then running under their jump. If they don't jump, use super jump to escape instead.

It's also an amazing tool for comboing. Septem 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 Septem Voices on hit leaves Millia plus enough to dash and setup a meaty H Tandem Top' oki. However on air-hit, the air juggle Septem Voices causes leaves Millia so plus she can actually combo off it. Making air-hit Septem 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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