GGXRD-R2/Millia Rage

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Overview
Overview

Millia is a high speed rushdown character who thrives off of her terrifyingly strong high/low mixup potential. Her second airdash, fast run speed, and fast jump mean she can outmaneuver just about anything. Once she gets a good knockdown (usually in the corner), her okizeme using Disc (236H) or Secret Garden (214H) lets her apply a safe high-low mixup using 2K, 6K, Bad Moon (j.236P) or Iron Savior (214P). Millia can usually get a nice combo off this mixup, then set it up all over again.

Millia's great mobility allows her to dominate her opponents in neutral as she attempts to score a knockdown and start her okizeme game. Her hairpin (j.214S/H) is particularly strong, since it doesn't slow her air momentum and will force an opponent to get hit, block it, or do something risky to avoid it beforehand. The simple threat of hairpin requires many characters to play completely differently against Millia and makes it almost impossible to anti-air her from the ground without a hard read.

Unfortunately, Millia has abysmal defense and often dies in two or three combos - and don't forget her pitiful stun resistance. She also gains RISC more than most other characters and retains the cranked up gauge for quite a while, long after she escaped pressure: any time that Millia spends blocking is time that could lead her to lose a round. Furthermore, her primary pokes have large hurtboxes compared to other characters, so she can struggle in pure grounded footsies when she can't abuse her speed.

If you enjoy having a blazing fast and dominant neutral game that lets you convert any stray hit into a knockdown and setplay, Millia is the character for you. Just don't get hit.

Playstyle
GGXRD-R2 Millia Rage Icon.png Millia Rage is a fragile character who punishes mistakes by enforcing deadly mix-ups and okizeme through her myraid mobility options and setplay tools.
Pros Cons
  • Oki Goddess: Disc (236S/H) enables very consistent okizeme, and lets Millia combo off her two very fast overheads.
  • Mixup/Pressure Goddess: Unmatched high/low mixup game that can be made safe with proper setups.
  • Superb Mobility: Fantastic mobility with 2 airdashes and great run speed, as well as fast evasive movements, like Roll or Turbo Fall.
  • Convertable Normals: Capable of converting almost any hit into a knockdown.
  • Great Whiff Punisment: Millia's extreme mobility lets her bait and whiff punish just about anything.
  • Battery: Fast meter gain, allowing her to spend tension for RCs and supers to extend pressure and combos.
  • High Damage Potential: Great damage potentials with proper optimization.
  • Bad defence: Has the second lowest health in the game, with low stun resistance and no meterless reversal. Millia also gains RISC more quickly and loses it more slowly than other characters.
  • No Far Footsies Knockdowns: Cannot confirm into a knockdown at max footsie range without spending tension.
  • Relies on Pin: Although Silent Force/hairpin does a ton for Millia, her opponent can sit on top of a fallen pin or scroll it off the screen and force her to play without it.
  • Conditional Ground Pokes: Millia's ground pokes often have large hurtboxes (f.S) or require her to commit to a lot of whiff recovery (2D).
  • Character Specific Combos: Lots of character specific combos depending on height and weight. Not doing these combos can mean giving your opponents more chances to escape the blender.
Silent Force

Silent Force is a unique projectile which can only be performed if Millia is holding her hairpin. The pin must be picked up by crouching or rolling over top of it while not in hitstun/blockstun before it can be thrown again. Silent Force's great deal of frame advantage means that it can easily be converted to a combo on hit and allows Millia to get in for free on block.

However, losing the pin forces Millia to play "normal" neutral, which she would rather not do. An opponent camping on the pin or scrolling it off screen can be devastating for Millia's control of neutral and her ability to force an approach.

Normal Moves

5P

5K

c.S

f.S

5H

5D

6P

6K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
25 High 19 4 12 +1 5-20 lower body
21-22 feet

  • A very deceptive overhead attack, with 70% starting proration. Hits crouchers starting from 21F.
  • Another staple in Millia's high/low mix-up.
  • Lower body invulnerability from frame 5~20, and will beat opponents mashing low attacks.
  • Can avoid knockdown from Potemkin's Slidehead and Faust's 100-Ton Weight if timed correctly.
  • Useful in corner pressure due to the low crush and being plus on block.
  • With the improved Digitalis, Millia can combo 6K on crouchers into 5K > f.S > 5H > Roll > Digitalis for a stable max range knockdown.

6H

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

Special Moves

Bad Moon

j.236P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
24x(2~10) High/Air 11 till landing See notes -17 -

  • An overhead that comes out in 14f if TK'd perfectly (2369P), although it's still way too fast to react to even if you're a few frames slow.
  • 85% starting proration and no combo opportunities by itself.
  • Very punishable on block if done without the safety of a projectile and not useful in neutral, also leaves Millia crouching on recovery.
  • Best used during Millia's oki, where it is a signature component of her high/low mixup.
  • New to 2.1: Millia gains access to the enhanced version of Bad Moon upon reaching double jump height, with the attack descending much faster, as well as doing more damage and hits than usual. With proper timing and combo adjustments, it can be used to knockdown the opponent without the need of hairpin (see below), allowing her to keep her core neutral tool more often.

Turbo Fall

j.236K

Tandem Top

236S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
S 40 All 11 13 Total: 38 -1 -
H 25x2 All 60 32, 2 Total: 35 - -

  • Millia's signature move.

S Tandem Top

  • Mostly used as a combo tool in the corner (mostly from 6K, c.S, or 2S) because of the wallbounce it causes, this could be followed by 5K, or c.S to continue the combo.
  • Can be YRC'd in neutral to eat an opponent's fireball and punish their recovery, or get an air throw if the opponent tries to airdash over you.
  • S disc YRC can also used as and impromptu oki tool.

H Tandem Top

  • Millia's key move to start her okizeme game; score a knockdown and set the disc above your opponent.
  • Hitting your opponent with a meaty after setting the disc will cause the disc to juggle them, allowing you to follow up with a full combo. At the end of your combo set the disc and do it all over again.
  • The fastest way to place the disc after scoring a knockdown where you are not already positioned over top of your opponent is to buffer it into a dash by inputting 2366H.

Iron Savior

214P

Forward Roll

214K

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Roll
214K
- - - - Total: 28 - 4-15 really low profile
16-24 above knees
Roll Again
Roll > K
- - - - Total: 18 - 4-11 really low profile
12-18 above knees
Lust Shaker
Roll > S
18x4 All 17 1(3)1(3)1(3)1 7 +6 -
Digitalis
Roll > H
45 Mid 8 4 26 -11 -
Dust
Roll > D
23 High 25 4 20 -10 7-11 low profile
12-14 Above Knees

  • Roll tucks Millia's hurtbox very low to the ground, where only attacks that touch the floor will hit her. Can be used to bait dead angles this way, as well as evading/whiff-punishing other slow standing pokes. However, Roll has no invul and can be thrown, limiting its usage as a crossup.
  • Roll > Roll Again > Throw can be used occasionally against opponents who are respecting the other followup options.
  • Roll > Digitalis out of lvl 4 moves acts as a frametrap, somewhat useful in the corner as Digitalis wall sticks on counter hit. In REV2, you can combo 5H into Roll > Digitalis on crouchers.
  • As of Rev2.1, Roll can be used to pick up the dagger from Silent Force (see below). This does not change the functionality of Roll, which means you have all the normal options afterwards. Very handy when applying okizeme or a blockstring.

Lust Shaker

214S or SSSS....

Silent Force

j.214S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
j.214S 20 All 11 Until ground 23 Total - -
j.214H 20 All 11 Until ground 27 Total - -

  • Millia throws her dagger downward at a 45 degree angle and alters her air trajectory if thrown while rising.
  • The "pin" must be picked up by pressing 2 over top of it while not in hitstun/blockstun before it can be thrown again, so avoid throwing it out carelessly. As of 2.1, you can also use Roll to pick it up on the ground.
  • Causes stagger on counter hit, making opponents hesitant to attempt to anti-air you.
  • Allows easy conversions on hit or getting in for free on block.
  • In REV2, Silent Force is Millia's primary way of scoring a knockdown from an air combo, allowing her to start her okizeme game.

Secret Garden

214H > direction + H

Overdrives

Emerald Rain

236236S

Winger

2141236H

Chroming Rose

214214S

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.
Summon - - 23+0 - - - 4-10 feet
Rose 16 All 31 40 - - -

  • An install super which causes Millia's movement and special moves to leave a trail of damaging roses. All on-screen roses instantly disappear if Millia takes damage.
  • Roses leave opponent in a juggle state on air hit. They also lock out the opponent's Burst usage on hit.
  • Lasts for 360F (6 seconds) normally and 432F (7.2 seconds) in Hellfire state.
  • Many moves which do not lead to a combo without a disc can be converted in this state, especially in the corner.
  • Additionally the roses make many unsafe special moves safe on block in this state, i.e: Bad Moon, Iron Savior, Digitalis.
  • Useful in the corner for creating safe, mixup heavy pressure that is very difficult to escape.

Instant Kill

Iron Maiden

in IK mode: 236236H

External References

Navigation

Ambox notice.png To edit frame data, edit values in GGXRD-R2/Millia Rage/Data.