GGXRD-R2/Millia Rage

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Overview[edit]
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Overview

Millia is a high speed rushdown character who thrives off of her terrifyingly strong high/low mixup potential. Her great mobility allows her to safely maneuver around opponents in neutral as she attempts to score a knockdown. To assist her in this, she possesses a unique toolset based around baiting and punishing opponents. Once she scores a knockdown and sets up her Tandem Top Okizeme, she has the potential to win the entire match with a single hit.

Unfortunately, she is plagued by abysmal defence and often dies in 2 to 3 combos. She also gains RISC quite easily and retains the cranked up gauge for quite a while, even long after she escaped pressure, forcing her to be more respectful in neutral. Her ground normals are weak in comparison to other characters, so she can struggle in footsie situations.


Voice:Yuko Sumitomo
Playstyle
GGXRD-R2 Millia Rage Icon.png Millia Rage
Pros Cons
  • Oki Goddess: Possesses the strongest and most consistent okizeme in the game.
  • 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.
  • Punish-Centric Neutral: Strong neutral game centered around baiting and punishing.
  • Battery: Fast meter gain, allowing her to spend tension for amazing utility.
  • High Damage Potential: Great damage potentials with proper optimization.
  • Low Health: Has the second lowest health in the game.
  • Low stun resistance
  • No Meterless Reversal
  • Needs to be Aggressive: Also has the highest RISC gain rate and the slowest RISC decay rate in the game.
  • Struggles Outside of Close Range: Cannot confirm into a knockdown at max footsie range without spending tension.
  • Struggles Against Zoners: Requires good pin aka Silent Force management in neutral to prevent being camped on, which also stops her from getting midscreen air knockdowns.
  • Ground Pokes: Ground pokes are beaten by more purebred footsie characters such as Sol and Faust.
  • Character Specific Combos: Lots of character specific combos depending on height and weight.
Silent Force

Silent Force is a unique projectile which can only be performed if Millia is holding her dagger.

The dagger must be picked up by pressing 2 over top of it while not in hitstun/blockstun (or use Roll on it) 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.

Normal Moves[edit]

5P[edit]

5K[edit]

c.S[edit]

f.S[edit]

5H[edit]

5D[edit]

6P[edit]

6K[edit]

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.
25 High 19 4 12 +1

[edit]

  • 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[edit]

2P[edit]

2K[edit]

2S[edit]

2H[edit]

2D[edit]

j.P[edit]

j.K[edit]

j.S[edit]

j.H[edit]

j.D[edit]

Universal Mechanics[edit]

Ground Throw[edit]

Air Throw[edit]

Dead Angle Attack[edit]

Blitz Attack[edit]

Special Moves[edit]

Bad Moon[edit]

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.
24x(2~10) High/Air 11 till landing See notes -17

[edit]

  • A high mix-up that comes out in 16f if TK'd (2369P). 85% starting proration.
  • 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 Silent Force (see below), allowing her to keep her core neutral tool more often.

Turbo Fall[edit]

j.236K

Tandem Top[edit]

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.
S 40 All 11 13 Total: 38 -1
H 25x2 All 60 32, 2 Total: 35 -

[edit]

  • 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[edit]

214P

Forward Roll[edit]

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.
Roll
214K
- - - - Total: 28 -
Roll Again
Roll > K
- - - - Total: 18 -
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

[edit]

  • 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[edit]

214S or SSSS....

Silent Force[edit]

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.
j.214S 20 All 11 Until ground 23 Total -
j.214H 20 All 11 Until ground 27 Total -

[edit]

  • 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 (or use Roll on it) 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[edit]

214H > direction + H

Overdrives[edit]

Emerald Rain[edit]

236236S

Winger[edit]

2141236H

Chroming Rose[edit]

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.
Summon - - 23+0 - - -
Rose 16 All 31 40 - -

[edit]

  • 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[edit]

Iron Maiden[edit]

in IK mode: 236236H

External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGXRD-R2/Millia Rage/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.