GGST/Millia Rage/Strategy

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Beginner Tips

If you're a new player, and you're trying to learn Millia, read the Blockstring Mixups section and learn these combos:

  • Punch Starter: 5P > 6P > 236S. It's just a bit of damage. It's probably better to just mash 5P and 2P with no follow-ups.
  • Kick Starter: 5K > 2D or 2K > 2D into 236H for H Disk oki. After this, you can go for 2K for a low, j.H for an overhead, or airdash j.H for a crossup. It's Millia's strongest point and 2K is her fastest starter, so aim for this.
  • Slash Starter: c.S(2) > 6H(2) > 214P or c.S(2) > 2H > 214P
  • Charged Dust Starter: 5[D]8 > j.H > j.D > j.H > j.D > j.H > j.D > j.D
  • Common Roman Cancel points for combo extension: 214P, Throw

The next step could be this generic air route (after Disk hits, Red RC, air-to-air hit, etc): c.S(2) > j.S > j.D > dj.S > dj.D > airdash > tj.S > tj.D > tj.236P

General Strategy

In the transition to Strive, Millia has received some nerfs to her ability of getting a knockdown (due to losing hairpin and due to system changes). In exchange, you have permanent access to the anti-anti-air aspect of the old hairpin in the form of Kapel, which doubles down as an extra air option.

Like in previous games, your general gameplan as Millia is to take advantage of her unique movement options (fast run, extra airdash, and movement specials j.236H, 214K and j.236K) to navigate neutral until you can land a hit into some type of knockdown (2D, Ground Throw, 214P and j.236P). From there, you have a wide array of options to meaty your opponent on wake-up, enabling mixups or, at least, keeping pressure.

Be patient in neutral. You should not use all your air options at once just because you can, as tempting as it may be. You safest option is to wait for your opponent to whiff something with long recovery, giving you a chance to move in for pressure (dash 5K or dash c.S) or for a whiff-punish. You should use your options to move forward without committing to a risky approach. Hang in the air for longer to wait and observe while threatening to get in. Remember: the point of her strong okizeme options is that you don't have to "win neutral" as often.

Be patient on defense. Millia's buttons are the slowest in the game (2P and 2K at 6 frames; 5P, 5K and c.S at 7 frames) and she takes the most damage. The risk-reward for defensive mashing is already against you by default, so you have to know where the gaps in offense should be. If you think you know when to press a button, 2K > 2D is both your fastest and highest reward option on defense. If you don't, you can spend 50 meter for Winger (632146H, which is slow and punishable) or YRC. Your last option is to mash 2P or 5K and pray.

Anti-Airs

As Millia, you will often be the one trying to get in from the air in most matchups. As such, you air-to-air buttons are your best friends. j.S has the best range and highest reward, but j.K or mashing j.P is faster on defense.

Her best grounded options are 5P, c.S and 6P. 2H also works, but it's considerably slower and the hitbox isn't that big. These options can usually give you a full air combo or a good knockdown, at least.

Okizeme

H Tandem Top (236H)

Millia is one of the only characters with a meterless setup that enables 50/50s and safe okizeme in Strive. However, her options vary wildly with how she got a knockdown. H Disk is her strongest option, and she can use it in a few different knockdown situations to earn mixups.

  • Close 2D > 236H

This is your best knockdown, enabling a 4-way mixup, such as crossup airdash j.H, crossup j.236K, late airdash j.K or empty low with 2K. Her second airdash can also be used to get an additional overhead if your opponent managed to block the first.

  • Far 2D > 236H

With the exception of crossups, you still get access to the same mixups above. You'll probably have to microdash before c.S to get your air combo started.

  • 236236S, 66 236H

You have access to the same mixups as the version above. It's highly recommended that you use the dash macro for this, as it gives you forward momentum to reach the opponent. The main advantage in this route is in spending meter for damage while still getting a strong knockdown. You'll usually do this after 6H(2), 2D or 2H.

  • 2H > 214P, 66 236H

The opponent falls on top of 214P, so Millia gets to recover early enough for good oki. Needs expanding.

  • Throw, 236H, falling air normal or neutral jump or Kapel:

H Disk doesn't hit on wake-up, so the opponent can jump out of it or mash a 3-frame button unless you meaty with an air normal before H Disk becomes active. These are links, so you should practice the timing in training mode (input 236H as soon as Millia touches the ground, before the camera can zoom out). Once you convince the opponent to block your setup, you can start using it as a high-low mixup or land for another throw. These are your main options after H Disk: j.H, j.K, j.236H, neutral/forward jump and air backdash. The correct set of options depends on the matchup, but you should always have one that beats jumping and another that beats buttons or reversals.

j.H should be the default option, since it hits low enough that it doesn't lose to wake-up 6P. It also beats ALL of Ky's options because of how slow his normals and reversals are. However, j.H loses to fast reversals and 3-frame normals like Sol 5K or Chipp 5P. It's also very tight against 4-frame normals like Sol 5P. If you're expecting your opponent to challenge with a fast reversal or a normal, you should use j.236H Kapel (always beats Sol) or neutral/forward jump. If you're expecting them to jump out, you should use j.K.

Leo is the biggest menace. Like Chipp, his reversals are fast, hit high and move him forward, winning against all your falling air normals, but trading evenly with j.236H Kapel. Neutral jumping and air backdashing are the best options, but the timing is way tighter compared to other matchups. Your safest option against him is to go for a safejump without H Disk. Or going for the high-risk, high-reward option of hard-baiting the reversal by just falling without a button after H Disk.

  • Wallbreak with an Overdrive:

Needs expanding.

Meaties and Safejumps

Millia won't have enough advantage or proper spacing to set up H Disk in every knockdown situation. However, you can still meaty the opponent with a normal to keep pressure. In fact, that's often your best option against characters with very strong wake-up options like fast normals or invulnerable reversals.

  • j.236P

A common ender to air combos. Needs expanding.

  • 6H(2) > 214P

You could Red RC on 214P to get fullscreen corner-carry and a wallbreak instead of taking the knockdown. Needs expanding on meterless options.

  • Throw

A safejump is specially important in the Leo and Chipp matchups. Needs expanding.

  • 2H > 214P

Needs expanding.

Blockstring Pressure

Like many other characters in Strive, Millia's main pressure tools are 5K and c.S. Both are 7-frame buttons that give you enough options to make your opponent uncomfortable, enabling pressure resets and other, riskier options. There are some natural frametraps, but delayed gatlings are your best friends in making the offense unpredictable.

Avoid using 214P to end your blockstrings (unless you have enough meter to 66-RRC). 236S is a much safer way to end pressure when properly spaced, while 214S can be used from relatively up close to check for delayed mashing.

  • 2K > 2D

The delay window is small or non-existent, but it's not needed. It's a natural frametrap that you can confirm into 236S on block, into 236H on hit or into a big counterhit combo.

  • 5K dl > 5K

5K is your farthest-reaching pressure normal. Try to find the correct timing for it combo into itself on hit (allowing a 2D knockdown) while still being a frametrap on block. After convincing the opponent to sit still and block with this, Millia can IAD j.S or j.H to approach and start her c.S pressure. This is key to opening up her strongest options.

  • c.S(2) > 6H(2)

There is a natural frametrap between the normals and between the hits of 6H. This enables you to go for a strike-throw mix between 6D and walk c.S. If you had dash momentum from you first c.S, you can reset your pressure without having to move.

  • c.S(2) dl > 2S > dl 5H


Blockstring Mixups

Safe options

After you get the opponent to respect your pressure with frametraps, you can approach and throw them. Or you can use these for better reward without getting punished on block.

  • c.S or 5K > IAD j.H > airdash j.S

It's a fast crossup, and the opponent is not encouraged to mash on defense or on hit, so you can usually land or go for a double overhead. If you hit low enough, you get to combo into 2K > 2D.

Cheap tricks

The opponent will probably be expecting some of these, and they're punishable without RC, but they're good options to mix into your safer offense. The whole is stronger that the sum of the parts. Don't overuse them, unless the opponent doesn't know what's going on.

  • c.S > tk j.236P:

The instant overhead is a Millia classic. You can input the TK motion as 8j.236P or as 2369j.P. It's very punishable on block, so use sparingly if you don't have meter for Red RC on block and on hit. The fear of getting hit by this is a big part of what makes c.S pressure scary, so make sure your frametraps are on-point for when the opponent starts up-backing and pressing buttons.

  • 6H(1) > j.236K, Throw
  • 6H(2) > 214K, Throw

They're easily reactable if the opponent is looking for it, but it's useful. Don't overuse.

Fighting Millia

Needs expanding.

Don't get gimmicked: Needs expanding.

Matchups

Sol Badguy

Ky Kiske

May

Axl

Chipp Zanuff

Potemkin

Faust

Millia

Zato-1

Ramlethal

Leo

Nagoriyuki

Giovanna

Anji

I-No

External Resources

Needs expanding.

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