GGXRD-R2/Millia Rage: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{Overview
{{Overview/navigation|okizeme=true}}
|overview= Millia is a high speed rushdown character who thrives off of her terrifying high/low mixup potential.  Her second airdash, fast run speed, and fast jump mean she can outmaneuver her opponent and bait them into whiffing something.  Once she gets a good knockdown (usually in the corner), her okizeme using Disc ({{clr|4|236H}}) or Secret Garden ({{clr|4|214H}}) lets her apply a safe high-low mixup using {{clr|2|2K}}, {{clr|2|6K}}, Bad Moon ({{clr|1|j.236P}}) or Iron Savior ({{clr|1|214P}}).  Millia can usually get a nice combo off this mixup, then set it up all over again.
<div id="home-content" class="home-grid">
{{card|width=4|height=1
|header=Overview
|content= Millia is a high speed rushdown character who thrives off of her terrifying high/low mixup potential.  Her second airdash, fast run speed, and fast jump mean she can outmaneuver her opponent and bait them into whiffing something.  Once she gets a good knockdown (usually in the corner), her okizeme using Disc ({{clr|4|236H}}) or Secret Garden ({{clr|4|214H}}) lets her apply a safe high-low mixup using {{clr|2|2K}}, {{clr|2|6K}}, Bad Moon ({{clr|1|j.236P}}) or Iron Savior ({{clr|1|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 ({{clr|3|j.214S}}/{{clr|4|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.
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 ({{clr|3|j.214S}}/{{clr|4|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.
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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.
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.
|lore=  
}}
|quote=  
{{GGXRD-R2/Infobox
|voice_actor= Yuko Sumitomo
| fastestAttack = [[#2P|2P]], [[#2K|2K]] (5F)
|summary= is a fragile character who punishes mistakes by enforcing deadly mix-ups and okizeme through her myraid of mobility options and setplay tools.
| reversal = [[#Winger|2141236H]] (5+1F)
}}
{{ProsAndCons
|intro= is a fragile character who punishes mistakes by enforcing deadly mix-ups and okizeme through her myraid of mobility options and setplay tools.
|pros=
|pros=
*'''Oki Goddess:''' Millia has access to both some of the game's best setplay options, as well as mixup, with instant overheads, crossups, tick throws, and more, making her oki some of the strongest in the game.
*'''Oki Goddess:''' Millia has access to both some of the game's best setplay options, as well as mixup, with instant overheads, crossups, tick throws, and more, making her oki some of the strongest in the game.
*'''Superb Mobility:''' Fantastic mobility with 2 airdashes and great run speed, as well as strong specials for ground and air mobility, and a very strong backdash, Millia's mobility and whiff punishing is nearly unrivaled.
*'''Superb Mobility:''' Fantastic mobility with 2 airdashes and great run speed, as well as strong specials for ground and air mobility, and a very strong backdash. Millia's mobility and whiff punishing is nearly unrivaled.
*'''Aerial Threat:''' On top of her unmatched air mobility, Millia has access to a variety of strong, convertable jumping attacks that make her hard to deal with while midair.
*'''Aerial Threat:''' On top of her unmatched air mobility, Millia has access to a variety of strong, convertable jumping attacks that make her hard to deal with while midair.
*'''Versatile Juggles:''' Millia has lots of freedom in her air combos, and optimization can increase her damage output, further improve her already amazing corner carry, and lend her even more powerful setups.  
*'''Versatile Juggles:''' Millia has lots of freedom in her air combos, and optimization can increase her damage output, further improve her already amazing corner carry, and lend her even more powerful setups.  
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*'''Fragile:''' Millia has low stun resistance and second lowest health in the game. She also gains RISC more quickly and loses it more slowly than other characters.
*'''Fragile:''' Millia has low stun resistance and second lowest health in the game. She also gains RISC more quickly and loses it more slowly than other characters.
*'''Mediocre Damage:''' Millia's damage, in practice, is generally low outside of the corner, as her combos here are either limited or have high proration and have the primary goal of securing her win condition.
*'''Mediocre Damage:''' Millia's damage, in practice, is generally low outside of the corner, as her combos here are either limited or have high proration and have the primary goal of securing her win condition.
*'''Low Meter Gain:''' Millia's meter gain is nothing impressive, despite having to use it quite a bit for conversions, and especially on defense for FD or Dead Angle to escape.
*'''Low Meter Gain:''' Millia's meter gain is very slow, despite having to use Tension quite a bit for conversions, and especially on defense for FD or Dead Angle to escape.
*'''Conditional Ground Pokes:''' Millia's ground pokes generally lack meaningful disjoints and have otherwise large hurtboxes, limiting her ability to contest other pokes.
*'''Conditional Ground Pokes:''' Millia's ground pokes generally lack meaningful disjoints and have otherwise large hurtboxes, limiting her ability to contest other pokes.
| fastestAttack = [[#2P|2P]], [[#2K|2K]] (5F)
}}
| reversal = [[#Winger|2141236H]] (5+1F)
</div>
|unique_mechanic1_name=Silent Force
===Unique Mechanics===
|unique_mechanic1=Silent Force AKA "Pin" 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.
{{card|width=4
|header=Silent Force
|content=Silent Force AKA "Pin" 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.
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.
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|recovery = 6
|recovery = 6
}}
}}
Unlike most {{clr|1|5P}}'s, Millia's is not really used as a jab. Its slow startup and high hitbox make it subpar at best in scrambles, with other {{clr|1|P}} and {{clr|K|K}} normals outclassing it as abare. {{clr|1|5P}}'s true usage is as a combo tool and anti-air. With a short total duration and generous disjoint, it's a fast anti-air that you can throw out preemptively with little risk. Being jump cancellable makes it very easy to convert from, on top of its plentiful gatlings, namely its self-gatling and the one to {{clr|K|5K}}.
Unlike most {{clr|1|5P}}'s, Millia's is not really used as a jab due to its high hitbox and slow startup. {{clr|1|5P}}'s true usage is as a combo tool and anti-air. With a short total duration and generous disjoint, it's a fast anti-air that she can throw out preemptively with little risk. Being jump cancellable makes it very easy to convert from, on top of its plentiful gatlings, namely its self-gatling and the one to {{clr|K|5K}}.


Thanks to some of these properties, it's also a good combo tool to pick up conversions in situations other normals won't connect, most commonly after {{clr|S|S}} Disc in the corner. Also deals higher damage than {{clr|K|5K}}, which makes it more preferable in combos, if only by a miniscule amount. On counterhit, has slightly longer untech, giving you more time to confirm an anti-air hit, even having enough time to cancel into IAD and convert that way.
Thanks to some of these properties, it's also a good combo tool to pick up conversions in situations other normals won't connect, most commonly after {{clr|S|S}} Disc in the corner. Also deals higher damage than {{clr|K|5K}}, which makes it more preferable in combos, if only by a miniscule amount. On counterhit, has slightly longer untech, giving more time to confirm an anti-air hit, even having enough time to cancel into IAD and convert that way.


[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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|recovery = 14
|recovery = 14
}}
}}
{{clr|2|5K}} is your fastest standing button, albeit not very fast for a jab, but one with very generous range. Go-to button for pressure and confirms, while boasting good cancel options for further pressure or mixups, such as jump to reset pressure or create distance, {{clr|P|6P}} for a frametrap, and notably, has your only gatling into {{clr|K|6K}}, while also having access to low options, which make for effective high-low mixup.
{{clr|2|5K}} is Millia's fastest standing button and has very generous range. Go-to button for pressure and confirms, while boasting good cancel options for further pressure or mixups, such as jump to reset pressure or create distance, {{clr|P|6P}} for a frametrap.  Notably, this is her only gatling into {{clr|K|6K}} and it has low options, which make for effective high-low mixups.


Can be used as an emergency anti-air, but it’s heavily outclassed in hitbox and recovery by {{clr|P|5P}}. Many of Millia’s combos use this as a bridge due to its range and jump cancel, and its quick startup can serve as a tool to pick up juggles your other normals couldn't. Can be linked after crouching hit {{clr|2|6K}}, and Lust Shaker. Also often seen in combos from throw.
Many of Millia’s combos use {{clr|K|5K}} as a bridge due to its range and jump cancel, and its quick startup can serve as a tool to pick up juggles her other normals couldn't. Can be linked into after crouching hit {{clr|2|6K}}, and Lust Shaker. Also often seen in combos from throw.
 
Can be used as an emergency anti-air, but it’s heavily outclassed in hitbox and recovery by {{clr|P|5P}}.


[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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|recovery = 17
|recovery = 17
}}
}}
Strong {{clr|S|c.S}}. Has its primary uses in confirms and pressure due to plentiful cancel options and a long cancel window as a result of its two hits. In pressure, the ability to jump cancel this move can be a strong tool to create space, force a mixup with TK Moon, or reset pressure on a defensive opponent. {{clr|S|c.S}} can gatling into {{clr|P|6P}}, being your only true string into it, which has strong implications for pressure and frametraps with that move's gatling to {{clr|H|6H}}.
{{clr|3|c.S}} has its primary uses in confirms and pressure due to plentiful cancel options and a long cancel window as a result of its two hits. In pressure, the ability to jump cancel can be a strong tool to create space, force a mixup with TK Moon, or reset pressure on a defensive opponent. {{clr|S|c.S}} can gatling into {{clr|P|6P}}, being Millia's only true string into it, which has strong implications for pressure and frametraps with that move's gatling to {{clr|H|6H}}.


Great for confirming due to the two hits, and neatly goes into {{clr|D|2D}} for a close-range knockdown, letting you set up strong Disc oki. On certain characters and spacings, it has an annoying tendency to fall out, despite the opponent being in the activation range, which can interfere with an otherwise great knockdown situation. Often seen as a launcher in combos when a lower height is preferred due to weight or scaling, here it usually combos into {{clr|S|j.S}} and {{clr|H|j.H}}, however hitstun decay can interfere with this. Thankfully, it has a gatling to {{clr|H|2H}}, which lets you salvage these situations.
Great for confirming and neatly goes into {{clr|D|2D}} for a close-range knockdown, letting Millia set up strong Disc oki. On certain characters and spacings, it has an annoying tendency to fall out, despite the opponent being in the activation range, which can interfere with an otherwise great knockdown situation. Often seen as a launcher in combos when a lower height is preferred due to weight or scaling, here it usually combos into {{clr|S|j.S}} and {{clr|H|j.H}}, however hitstun decay can interfere with this. Thankfully, it has a gatling to {{clr|H|2H}}, which lets Millia salvage these situations.


Lastly, the move, while not majorly disjointed, has a strong vertical hitbox, which is sometimes used to anti-air from below someone. Due to its activation range and extended hurtbox this isn't perfect, but it can definitely come in handy.
Lastly, the move, while not majorly disjointed, has a strong vertical hitbox, which is sometimes used to anti-air from below opponents.


[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
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|recovery = 16
|recovery = 16
}}
}}
Millia’s main grounded poke. Has limited, but important gatling options. Very good range and speed with low recovery makes this move essential in footsies, however it lacks strong reward at most ranges. In pressure, its ability to go into {{clr|3|2S}} opens up the pressure options of that move, while the gatling to {{clr|4|5H}} gives you Digitalis framtraps and pressure resets.
Millia’s main grounded poke. Has limited, but important gatling options. Very good range and speed with low recovery makes this move essential in footsies, however it lacks strong reward at most ranges.  


On that note, this move's {{clr|4|5H}} gatling is essential, as its your main way to confirm into {{clr|D|2D}} and get your offense going from a grounded confirm. However, since these can fall out, it's not uncommon to see this move RC'd to then be converted into okizeme. Its gatling to {{clr|4|2H}} is mostly seen in juggles, where {{clr|3|f.S}} is used to pick up combos from Digitalis RC, or {{clr|H|H}} disc. Here, it's basically interchangeable with {{clr|3|c.S}}.
In pressure, its ability to go into {{clr|3|2S}} opens up the pressure options of that move, while the gatling to {{clr|4|5H}} gives Millia {{MMC|input=Roll > H|label=Digitalis}} framtraps and pressure resets.
 
On that note, this move's {{clr|4|5H}} gatling is essential, as its Millia's main way to confirm into {{clr|D|2D}} and get her offense going from a grounded confirm. However, since these can fall out, it's not uncommon to see this move RC'd to then be converted into okizeme. Its gatling to {{clr|4|2H}} is mostly seen in juggles, where {{clr|3|f.S}} is used to pick up combos from Digitalis RC, or {{clr|H|H}} disc. Here, it's basically interchangeable with {{clr|3|c.S}}.


[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}
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|recovery  = 21
|recovery  = 21
}}
}}
A bit too lengthy to be used as a ground poke, but still an essential normal. Its gatling to {{clr|5|2D}} is how you get most of your grounded okizeme started, so many confirms will be headed towards this button. Combos into Roll > Digitalis on crouching or counter hit, which is a great tool for long range grounded knockdowns. Has enough hitstun to combo into Emerald Rain at many spacings, which can make Millia's footsies way more threatening while she has the meter. If you recognise that it WILL fall out, RRC is preferred and very consistent. Can combo into the motion input version of Lust Shaker, which is used to achieve stronger knockdowns in some combos, specifically with the first hit of {{clr|H|5H}}.
A bit too lengthy to be used as a ground poke, but still an essential normal.  


{{clr|H|4H}} is your main throw OS button, and quite a good one at that. At 6 frames startup on the first hit, it's not uncommon to see wild mashing of this move rewarded in some form.
{{clr|H|5H}}'s gatling to {{clr|5|2D}} is how Millia gets most of her grounded okizeme started, so many confirms will be headed towards this button. Combos into Roll > Digitalis on crouching or counter hit, which is a great tool for long range grounded knockdowns.


Has a surprising amount of untech on air Conter Hit, which can lead to strong juggles or just straight up a knockdown.
Has enough hitstun to combo into {{MMC|input=236236S|label=Emerald Rain}} at many spacings, which can make Millia's footsies way more threatening when she has meter. If you recognise that {{clr|H|5H}} hits too far to connect into Emerald Rain, RRC is preferred and very consistent. Can combo into the motion input version of Lust Shaker, which is used to achieve stronger knockdowns in some combos, specifically with the first hit of {{clr|H|5H}}.
 
{{clr|H|4H}} is Millia's main throw {{keyword|OS}} option, and quite a good one at that. At 6 frames startup on the first hit, it's not uncommon to see wild mashing of this move rewarded in some form. Has a surprising amount of untech on air Counter Hit, which can lead to strong juggles or just straight up a knockdown.


[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|5D}}, {{clr|5|2D}}
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|recovery  = 20
|recovery  = 20
}}
}}
Millia’s slowest overhead, but not without use. {{clr|D|5D}} is more useful due to its evasive properties and disjointed hitbox than it actually being an overhead. The formation she summons is fully disjointed, and can clash with many reversals, while mostly being safe on block. Can be punished by very long and fast pokes, if the opponent has one.
Millia’s slowest overhead, but not without use. {{clr|D|5D}} is more useful for its evasive properties and disjointed hitbox than being an overhead - {{clr|D|5D}} and can clash with many reversals, while mostly being safe on block. Can be punished by very long and fast pokes though, if the opponent has one.


If it hits, {{clr|5|5D[8]}} is your go-to. {{clr|5|5D[8]}} > {{clr|5|j.D}}x3 > IAD > {{clr|H|j.H}} > {{clr|S|S}} pin has great corner carry and decent damage. The following okizeme will also be quite potent, but keeping track of pin and recovering it could interfere with this. {{clr|5|5D[6]}} is only ever seen in the corner, and leads to decent damage and good oki ith an IAD {{clr|S|S}} pin knockdown. Neither are common, but the whiff punishing capabilities of {{clr|5|5D}} are nothing to scoff at, so it's good to know your options when it does pay off.
If it hits, {{clr|5|5D[8]}} is the go-to for corner carry and damage. With a pin ender, the following okizeme will also be quite potent, but keeping track of pin and recovering it could interfere with this. {{clr|5|5D[6]}} is only ever seen in the corner, and leads to decent damage and strong oki of choice. Neither are common, but the whiff punishing capabilities of {{clr|5|5D}} are nothing to scoff at, so it's good to know the options when it does pay off.
}}
}}


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|recovery  = 22
|recovery  = 22
}}
}}
Solid {{clr|1|6P}}. Decent startup, very good disjoint, long recovery. Staggers on CH.
Solid {{clr|1|6P}}. Decent startup, very good disjoint, but long recovery. One of Millia's primary anti-airs.


Not great as a poke or counterpoke, due to its high hitbox which makes it vulnerable to even weaker low profile moves, on top of the long recovery. Instead sees its main usage in pressure and as an anti air. Its disjoint and useful gatlings into {{clr|H|6H}}/{{clr|H|2H}} make it a confirmable, if committal anti air with good reward; your go-to for more vertical air approaches approaches. In pressure, the move is a frametrap from {{clr|1|P}} and {{clr|K|K}} normals, a true string into and from {{clr|S|c.S}}, and forms a very dangerous frametrap with {{clr|H|6H}}, which leads to huge damage on counterhit.
Its disjoint and useful gatlings into {{clr|H|6H}}/{{clr|H|2H}} make it a confirmable, if committal anti air with good reward; the go-to for more vertical air approaches. In pressure, the move is a frametrap from {{clr|P|P}} and {{clr|K|K}} normals, a true string into and from {{clr|S|c.S}}, and forms a very dangerous frametrap with {{clr|H|6H}}, which leads to huge damage on counterhit.


Can sometimes see use in confirms due to the {{clr|H|5H}} gatling, but interchangeable with other normals with better hitboxes for this purpose. As mentioned before, the move is a subpar counterpoke, but with a stagger on counterhit, the reward can sometimes be worth the risk.
Can sometimes see use in confirms due to the {{clr|H|2H}}/{{clr|H|5H}} gatlings, but interchangeable with {{clr|S|c.S}} for the most part. The move is a subpar counterpoke, but with a stagger on counterhit, the reward can sometimes be worth the risk.


*Staggers on Counter Hit.
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}
}}
}}
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|recovery  = 12
|recovery  = 12
}}
}}
Important tool for Millia's grounded offense. Decently fast overhead that's plus on block, and has cancel options afterwards, and even low crushes. Unfortunately, {{clr|2|6K}} only hits most couching opponents on frame 21, so if someone's really looking for it, they can react. Thankfully, not only is the move basically impossible to IB on reaction, it's also special cancellable, so your turn is mostly secure. Has no gatlings out of it.
Important tool for Millia's grounded offense. Decently fast overhead that's plus on block, and has cancel options afterwards, and even low crushes.  


Has little use in neutral, but the low crush property can work against people looking to control space with low-hitbox pokes.
{{clr|2|6K}} only hits most couching opponents on frame 21, so if someone's really looking for it, they can react. Thankfully, not only is the move difficult for the opponent to IB on reaction, it's also special cancellable, so Millia's pressure is mostly secure even if it's blocked. Has little use in neutral, but the low crush property can work against people looking to control space with low-hitbox pokes.


In pressure, it can only gatling after {{clr|2|5K}}, which makes it slightly telegraphed in strings, however, due to that normal's low cancel options, defaulting to high block when you see this is a bad idea. On the other hand, there are no true strings into {{clr|2|6K}}, so it's vulnerable to defensive throws, backdashes, and other preemptive defensive options. And no, the move is not invulnerable to throws, so make sure to space your meaties.  
In pressure, it can only be gatlinged into after {{clr|2|5K}}, which makes it slightly telegraphed in strings, though due to {{clr|K|5K}}'s other low cancel options, defaulting to high block is a bad idea on defense. On the other hand, there are no gapless strings into {{clr|2|6K}}, so it's vulnerable to defensive throws, backdashes, and other preemptive defensive options.  


Its notable special cancels are {{clr|S|S}} disc and Haircar. {{clr|2|6K}} disc is a safe pressure ender that can lead to corner combos on hit, while Haircar is a frametrap that can catch people trying to mash or jump away against a potential pressure reset. The utilities of every other special cancel also apply, but are less commonly seen.
Its notable special cancels are {{clr|S|S}} disc and {{MMC|input=214P|label=Haircar}}. {{clr|2|6K}} > disc is a safe pressure ender that can lead to corner combos on hit, while Haircar is a frametrap that can catch people trying to mash or jump away against a potential pressure reset. The utilities of every other special cancel also apply, but are less commonly seen.


In setups, this move is commonly used midscreen, where it's easier to combo from than Bad Moon, or as a second overhead in corner setups, where it maintains your turn after {{clr|H|H}} Disc has disappeared, unlike Bad Moon. It can also deal with defensive {{clr|D|2D}}'s from characters like Sol or Venom thanks to its foot invul, which are not uncommon responses to less airtight setups.
In setups and okizeme, this move is commonly used midscreen, where it's easier to combo from than {{MMC|input=j.236P|label=Bad Moon}}, or as a second overhead in corner setups, where it maintains Millia's turn after {{clr|H|H}} Disc has disappeared, unlike Bad Moon. It can also deal with defensive {{clr|D|2D}}'s from characters like Sol or Venom thanks to its foot invul, which are not uncommon responses to less airtight setups.


*Is plus enough on crouching hit to link into {{clr|K|5K}}, which can often convert into a Digitalis crouch-confirm.
*Is plus enough on crouching hit to link into {{clr|K|5K}}, which can often convert into a Digitalis crouch-confirm.
*Despite the animation, the move is not invulnerable to throws, so make sure to space it as a meaty.
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|recovery  = 18
|recovery  = 18
}}
}}
One of Millia's most versatile offensive tools. Launches on CH, giving you your highest damage combos. Use in neutral is not recommended due to its long whiff recovery and large hurtbox, but this move is your most optimal launcher in combos, a great pressure option both for resetting it or pushing a mixup, due to its ability to be jump cancelled on its first hit, and special cancelled on both.  
One of Millia's most versatile offensive tools for frame traps and pressure resets. Launches on CH for her highest damage combos. Use in neutral is not recommended outside of certain matchups, due to its long whiff recovery and large hurtbox.


The first of hit {{clr|4|6H}} is particularly strong, since you can IAD after it to reset presure, but risk getting airthrown, or jump straight into {{clr|3|S}} pin and follow up with an airdash into an air string, forming a potentially looping pressure sequence that can be tricky to escape. This hit is also special cancellable, which means you can cancel into Haircar to mess with people's muscle memory of high blocking the second hit, but the ability to jump cancel into TK Moon still makes it risky to just react to any cancel with a low block. Serves as a devastating frametrap from {{clr|1|6P}}, since this, as a Counterhit, is by far your highest damage starter, especially in the corner.
The first of hit {{clr|4|6H}} is particularly strong, since Millia can {{keyword|IAD}} after it on block to reset pressure, or jump straight into {{clr|3|S}} pin and follow up with an airdash into an air string, forming a potentially looping pressure sequence that can be tricky to escape, though the IAD can be air thrown.  


Good as an ender after {{clr|3|S}} pin, but not always desirable. Can be RC'd on hit to guarantee a Secret Garden setup at the cost of some tension. Very much useful in the corner due to its high damage and low juggle, that gives way to more optimal routes for damage.
This hit is also special cancellable, which means Millia can cancel into Haircar to mess with people's muscle memory of high blocking the second hit, but the ability to jump cancel into {{Keyword|TK}} Bad Moon still makes it risky to just react to any cancel with a low block. Serves as a devastating frametrap from {{clr|1|6P}} due to the CH reward.
 
Good as a combo ender after {{clr|3|S}} pin, but not always desirable. Can be RC'd on hit to guarantee a Secret Garden setup at the cost of some tension. Very much useful in the corner due to its high damage and low juggle, that gives way to more optimal routes.


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|recovery  = 6
|recovery  = 6
}}
}}
A fast, low hitbox mid. Outshined as a meaty by {{clr|2|2K}}, but highly valuable in pressure due to a useful gatling into {{clr|4|6H}}. While not a true frametrap, it can punish fuzzy mashing by someone looking to cover both a frametrap and tick throw option, and the reward from a Counterhit {{clr|4|6H}} is devastating. It also has one less frame of recovery than 2K, giving you stronger pressure reset options on its own.
A fast, low hitbox mid. Outshined as a meaty by {{clr|2|2K}}, but highly valuable in pressure due to a useful gatling into {{clr|4|6H}}.  
 
While not a true frametrap, it can punish someone looking to cover both a frametrap and tick throw option by fuzzy mashing, and the reward from a Counterhit {{clr|4|6H}} is devastating. It also has one less frame of recovery than {{clr|K|2K}}, giving Millia stronger pressure reset options on its own.


[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
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|recovery  = 7
|recovery  = 7
}}
}}
Primary pressure starter and Millia’s fastest low. It’s plus and has great frame trap options with {{clr|1|6P}}, {{clr|2|5K}} or {{clr|3|f.S}}. {{clr|K|2K}} is also an excellent tick throw point. Lacks some of the great gatling options of {{clr|P|2P}}, but the ones it has are still enough, notably {{clr|2|5K}}, {{clr|3|c.S}}, and {{clr|3|2S}}.
Primary pressure starter and Millia’s fastest low. It’s plus and has great frame trap options with {{clr|1|6P}} and {{clr|D|2D}}.  
 
By itself, {{clr|K|2K}} is an excellent tick throw point. Lacks some of the great gatling options of {{clr|P|2P}}, most notably {{clr|H|6H}}, but what it does have are still great for confirming and pressure. Being Millia's fastest low also means this move is an essential meaty in her weaker oki setups that don't have a meaty Disc. The reward is very low, but after conditioning people to stop jumping delayed disc oki with this move, she can start applying stronger starters and mixups.


[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
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|recovery  = 15
|recovery  = 15
}}
}}
A very strong {{clr|3|2S}}. Unlike most of its kind, it hits low and is jump cancellable, with a couple good gatlings and no initial proration.
A very strong {{clr|3|2S}} used for pressure and mixups. Unlike most of its kind, it hits low and is jump cancellable, with good gatlings and no initial proration.


All of its gatlings make {{clr|3|2S}} a good mixup tool, for example from {{clr|K|5K}}, you can go both high and low for a 50/50 in the middle of a blockstring. The move's abilitiy to be jump cancelled has strong implications for mixup too, since it can be cancelled into TK Moon, as well as Haircar. As for pressure from {{clr|3|2S}}, this is one of Millia's main pressure reset points; she can IAD onto or over the opponent, or simply jump, then {{clr|3|S}} Pin to allow her to low airdash for a mixup and pressure reset. While these can be countered with airthrows or quick responses with a grounded anti-air, if used sparingly, they can work very well.
Millia's gatlings make {{clr|3|2S}} a good mixup tool. For example, from {{clr|K|5K}}, Millia can go into both a high ({{clr|K|6K}}) or low ({{clr|S|2S}}) for a pseudo 50/50 in the middle of a blockstring. The move's ability to be jump cancelled also has strong implications for mixups, since it can be cancelled into TK Bad Moon or Haircar.


In setups, you can IAD from {{clr|3|2S}} to set up a double airdash high/land low 50/50, very often used in the corner after a meaty {{clr|3|2S}}, since this allows for pressure after the disc has disappeared. Due to the nature of its hurtboxes, it can be spaced to make wakeup DP's whiff.
As for pressure from {{clr|3|2S}}, this is one of Millia's main reset points; she can IAD onto or over the opponent, or simply jump, then {{clr|3|S}} Pin into a low airdash for a mixup and pressure reset. While these can be countered with airthrows or quick responses with a grounded anti-air, if used sparingly, they can work very well.


{{clr|3|2S}} as a combo starter leads to some of Millia's higher damage meterless combos, especially in the corner, where she has a lot of room for optimization. This move genuinely outperforms Iron Savior as a starter, and is preferred in many situations. Has no noteworthy attributes to its CH, outside of the lesser scaling and slightly longer hitstun.
In okizeme setups, Millia can IAD from {{clr|3|2S}} to set up a double airdash high/land low 50/50, very often used in the corner after a meaty {{clr|3|2S}}, since this allows for pressure after the disc has disappeared. Due to the nature of its hurtboxes, it can be spaced to make wakeup {{keyword|DP}}s whiff.
 
On hit, {{clr|3|2S}} leads to some of Millia's higher damage meterless combos, especially in the corner, where she has a lot of room for optimization.


[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}
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|recovery  = 12
|recovery  = 12
}}
}}
Jump cancellable launcher. Disjointed later into its animation, and has little horizontal range.
Jump cancellable launcher, strong combo tool and occasional anti air. Disjointed later into its animation, and has little horizontal range.


{{clr|4|2H}} is generally outperformed as an anti air and pressure tool by other normals, however it is invaluable in confirms and combos in general. It can combo from {{clr|S|S}} normals and be consitently followed up with {{clr|S|j.S}} and {{clr|4|j.H}}, which means this move consistently gets you your best routes for corner carry. This makes it one of your two main destinations in grounded confirms; if you get a hit early into the string, {{clr|4|2H}} for an air combo, if it pushes the opponent too far, {{clr|D|2D}} for a knockdown.
{{clr|4|2H}} is generally outperformed as an anti air and pressure tool by other normals, however it is invaluable in confirms and combos in general. It can combo from {{clr|S|S}} normals and be consitently followed up with any air normal, leading to Millia's best routes for corner carry. This makes it one of her two main destinations in grounded confirms; if she lands a hit early into a string, {{clr|4|2H}} for an air combo. If it pushes the opponent too far, {{clr|D|2D}} for a knockdown.


In setups, it is again your main launcher, although in Disc setups, its launch, combined with the disc's, can maybe launch the opponent too high, requiring an adjustment and potentially weaker combo followup. Because of this, and its higher damage, {{clr|4|6H}} is preferred in the corner, since it has a lower juggle height.
In setups, it's her main launcher, although in Disc setups, its launch combined with the disc's can launch the opponent too high. This can be fixed by either doing a weaker combo, nailing a one button {{keyword|jump install}} on {{clr|4|2H}}, or using {{clr|4|6H}} and adjusting your routing to accommodate its lower launch - What works and doesn't depends on the opponent's character.


*Has a very lengthy untech time on CH, allowing for more freeform conversions and favorable trades.
*Has a very lengthy untech time on CH, allowing for more freeform conversions and favorable trades.
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|recovery  = 12
|recovery  = 12
}}
}}
Slow but strong {{clr|5|2D}}. One of your main destinations in grounded confirms and a strong poke with low recovery.
Slow but strong {{clr|5|2D}}. One of Millia's main destinations in grounded confirms and a strong poke with low recovery.


Very good in neutral due to its range, and even thought it's one of the slowest {{clr|5|2D}}'s it's still fast enough to be used as a poke. Has great reward, since you can always confirm a hit into rundisc to start your oki. Has a slight low crush property, but nothing insane, so its use is restricted to certain interactions in footsies range, such as against Slayer's low normals.
Very good in neutral due to its range, and even though it's one of the slowest {{clr|5|2D}}'s in the game, it's still fast enough to be used as a poke. Has great reward on hit, since Millia can always confirm a hit into running Disc to start her oki. Has a slight low crush property, beating out narrow moves like {{MMC|chara=Ky Kiske|hitboxMode=true|input=2D|label=Ky's {{clr|D|2D}}}} or {{MMC|chara=Slayer|hitboxMode=true|input=2K|label=Slayer's {{clr|K|2K}}}}.
 
A good mixup tool from {{clr|K|5K}} a move with a potential overhead followup, and a strong frametrap from {{clr|K|2K}}, which is often used to tick throw and reset pressure. Also one of your strongest low starters in setups with good base damage and no proration, though its launch whill alter your following combo a bit. Through all of this, the move is only -1, so you can mostly default to it as your pressure ender while being 100% safe.


A good mixup tool from {{clr|K|5K}}, a move with a potential overhead followup, and a strong frametrap from {{clr|K|2K}}, which is often used to tick throw and reset pressure. Also one of Millia's strongest low starters in setups with good base damage and no proration, though its launch may require alternate combos. Through all of this, the move is only -1, so it can mostly be defaulted to as a pressure ender while being safe.
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|recovery  = 12
|recovery  = 12
}}
}}
VERY fast air normal. Useful for catching opponents above her and as a rising anti-air thanks to its active frames and good vertical hitbox. Confirms into {{clr|3|j.S}} (1f gap on normal block) and {{clr|5|j.D}}, as well as reverse-chain to {{clr|1|j.P}}. Also serves a purpose with mixups as it can be used for fuzzies and to catch opponents mashing reversal throw.
VERY fast air normal. Useful for catching opponents above her and as a rising anti-air thanks to its active frames and good vertical hitbox. Confirms into {{clr|3|j.S}} (1f gap on normal block) and {{clr|5|j.D}}, and can reverse gatling to {{clr|1|j.P}} for filler. Also serves a purpose with mixups as it can be used for {{keyword|F-shiki}}s and to catch opponents mashing reversal throw.
*Jump cancelable.
*Jump cancelable.


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|recovery  = 12
|recovery  = 12
}}
}}
Good air-to-ground and combo filler normal. Used after j.{{clr|K|K}} in low airdash mixups for more blockstun. Links into {{clr|S|c.S}} when low to the ground.
Good air-to-ground and combo filler normal. Used after {{clr|K|j.K}} in low airdash mixups for more blockstun. Links into {{clr|S|c.S}} when low to the ground.


[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
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|recovery  = 25
|recovery  = 25
}}
}}
Humongous, deep jump and IAD-in button. One of Millia’s main air approach tools thanks to its large hitbox. Has limited gatlings, so it requires pin to get your offense started. Its one gatling to {{clr|5|j.D}}, however, is one you will use all the time. {{clr|5|j.D}}'s landing recovery makes it suboptimal for jumpins (although it is a frametrap to catch people mashing {{clr|4|4H}} for strong damage in the corner), but this cancel shines in air-to air conversions and combo extensions. After a launcher, {{clr|4|j.H}} > {{clr|5|j.D}} is mostly interchangeable with {{clr|S|j.S}} > {{clr|5|j.D}}, but with {{clr|H|j.H}}'s lower startup it's usually used to keep the opponent at a lower height. Against lightweights, this is always preferred as there is no chance that they'll fall out of {{clr|4|j.H}} > {{clr|5|j.D}}, so you can take the higher damage with no consequence. This gatling is also used in all kinds of damage-optimal routes in the corner, notably after CH {{clr|4|6H}} you can IAD {{clr|4|j.H}} > {{clr|5|j.D}}, and with precise timing, pick up a full combo afterwards for high damage.
Humongous, deep jump-in and IAD button. One of Millia’s main air approach tools thanks to its large hitbox. Has limited gatlings, so it usually requires Pin to get her offense started. Its one gatling to {{clr|5|j.D}}, however, is used frequently.


This goes without saying, but {{clr|4|4/6j.H}} is a great airthrow OS, and due to its wide applicability after launchers, this move is an effective way to fish for bad bursts and throw them, for which Millia's reward isn't half bad.
{{clr|5|j.D}}'s landing recovery makes it suboptimal for jump-ins (although {{clr|H|j.H}} > {{clr|D|j.D}} a frametrap to catch people mashing {{clr|4|4H}} for strong damage in the corner), but this cancel shines in air-to air conversions and combo extensions. After a launcher, {{clr|4|j.H}} > {{clr|5|j.D}} is mostly interchangeable with {{clr|S|j.S}} > {{clr|5|j.D}}, but with {{clr|H|j.H}}'s faster startup it's usually used to keep the opponent at a lower height and for optimal damage. This gatling is also used in all kinds of damage-optimal routes in the corner, notably after CH {{clr|4|6H}}, Millia can IAD {{clr|4|j.H}} > {{clr|5|j.D}}, and pick up a full combo afterwards for high damage with precise timing.
 
This goes without saying, but {{clr|4|4/6j.H}} is a great airthrow {{keyword|OS}}, and due to its wide applicability after launchers, this move is an effective way to fish for bad bursts and throw them, for which Millia's reward isn't half bad.


[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}}
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|specialRecovery = 6
|specialRecovery = 6
}}
}}
Very important air normal. Seemingly strong air-to-air that can get beaten out in practice, but invaluable in combos. {{clr|5|j.D}} knocks away on air hit, and is jump cancelable, which, with Millia's air options, lets her cancel the move into IAD and still combo afterwards, which gives Millia her infamously powerful corner carry. These routes in conjunction with {{clr|3|S}} pin are also a very strong routes for okizeme, as you have lots of time to position yourself and set up a Disc. This is your main air combo route, and is a fundamental part of this version of Millia.
Very important air normal. Seemingly strong air-to-air that can get beaten out in practice, but is invaluable in combos.  
 
{{clr|5|j.D}} knocks away on air hit, and is jump cancelable, which lets Millia cancel the move into IAD and still combo afterwards, which results in infamously powerful corner carry. {{clr|D|j.D}} routes in conjunction with {{clr|3|S}} pin are also a very strong routes for okizeme, as Millia has lots of time to position herself and set up a Disc. This is part of her main air combo routes, and is a fundamental part of playing Millia.


{{clr|5|j.D}}'s untech time is also quite long, which gives you a lot of freedom in how you follow up the move, and is the key to most of Millia's optimal combos. You can, as mentioned before, cancel into IAD, simply jump cancel, link afterwards, fall, then airdash, land and relaunch, land and rejump, land and super, the list goes on. The amount of variation {{clr|5|j.D}} brings to Millia's air combos is staggering, and good use of it in combos rewards you strongly, with better damage, corner carry, and setups.
{{clr|5|j.D}}'s long untech time gives a lot of freedom in following up the move, and is the key to most of Millia's optimal combos. Other than IAD routes mentioned above, she can jump cancel, link afterwards, fall, then airdash, land and relaunch, land and rejump, land and super, the list goes on. The amount of variation {{clr|5|j.D}} brings to Millia's air combos is staggering, and good use of it in combos is rewarded strongly; with better damage, corner carry, and setups.


{{clr|5|j.D}} wallbounces on counterhit in the corner, has very long untech midscreen. This leads to okay damage, but considering the moves's massive hurtbox and comparatively small hitbox, fishing for counterhits with this move isn't a sustainable strategy. Regardless, most people don't expect a button this huge to just appear, so there is potential.
On Counterhit, {{clr|5|j.D}} wallbounces in the corner. This leads to okay damage, but considering the move's massive hurtbox and comparatively small hitbox, fishing for counterhits with this move isn't a sustainable strategy. Regardless, most opponents often won't expect a button this large, so there is potential.
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Very important to her mix-up game. Though her throw range is short, her dash speed makes up for the range.
Very important to her mix-up game. Though her throw range is short, her dash speed makes up for the range.


*Results in a knockdown that lets you set up Disc oki.
Sets up a knockdown advantaged enough for Disc okizeme. Has several spacing-and HIGHLY character-dependant combos from it, mostly using {{clr|2|5K}}. These are very prorated but still result in corner carry and stronger oki. Check the [[/Combos#Combo_List|combo section]] for more detail.
*Switches sides on connect.
 
**OSing with {{clr|H|4H}} will keep Millia and her opponent on the same sides they started with.
*Switches sides on successful forward throw
*Has several spacing-and HIGHLY character-dependant combos from it, mostly using {{clr|2|5K}}. These are very prorated but still result in corner carry and stronger oki. Check combo section for more.
**Throwing with {{clr|H|4H}} will keep Millia and her opponent on the same sides they started with.
 
}}
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|input=Air Throw
|input=Air Throw
|description=
|description=
Millia’s least rewarding anti-air. It sends her opponent flying away, into a wallbounce if she's high enough relative to the distance from the opposite side of the screen. Midscreen, she can run up and do H Disc with a fast meaty normal afterwards to cover it. Alternatively, you can set up Secret Garden for neutral coverage but no literal okizeme. Throwing an opponent in the corner will leave her even closer, allowing for stronger meaties. When throwing someone out of the corner, the reward is minimal as the best you can get as okizeme is a meaty low in this situation, so Millia is often better off just taking this time to leave the corner herself, get an adventageous position, and recover Pin if she has to.
Millia’s least rewarding anti-air.  
 
It sends her opponent flying away, into a wallbounce if she's high enough relative to the distance from the opposite side of the screen. Midscreen, she can run up and do {{clr|H|H}} Disc with a fast meaty normal afterwards to cover it. Alternatively, she can set up {{MMC|input=214|label=Secret Garden}} for neutral coverage but no actual okizeme.  


Not massively rewarding, but very consistent, as airthrows tend to be, and {{clr|H|j.H}} is a good button to OS with.
Throwing an opponent into the corner will leave her even closer, allowing for stronger meaties. When throwing someone out of the corner, the reward is minimal as the best she can get as okizeme is a meaty low in this situation, so Millia is often better off just taking this time to leave the corner herself, get an advantageous position, and recover Pin if she needs to.
 
Although not insanely rewarding, it's very consistent as airthrows tend to be, and {{clr|H|j.H}} is a good button to {{keyword|OS}} with.
}}
}}


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|input=Blitz,[Blitz]|versioned=name
|input=Blitz,[Blitz]|versioned=name
|description=
|description=
Millia’s low meter gain means she’s better off spending 25 meter on RC or Emerald Rain, which both give her way more utility. However, seeing as how Millia's defensive options are arguably the worst in the game, Blitz does retain its use as one.
Millia’s low meter gain means she’s better off spending 25 meter on RC or Emerald Rain, which both give her way more utility. However, seeing as how Millia's defensive options are very poor, Blitz does retain its use as one.
}}
}}


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Millia's signature move. Commonly referred to as “Disc.”
Millia's signature move. Commonly referred to as “Disc.”
*Both discs wallbounce on hit.
*Both discs wallbounce on hit.
*Disc is a projectile, so moves like Potemkin's {{MMC|chara=Potemkin|input=63214S|label=FDB}} can interact with them to turn the situation around.
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;{{clr|S|S}} Tandem Top
;{{clr|S|S}} Tandem Top
Without meter, S Disc is used in corner combos as a launcher. The wallbounce can be followed up with {{clr|2|5K}} or {{clr|3|c.S}} into an air combo.
Without meter, {{clr|S|S}} Disc is used in corner combos as a launcher. The wallbounce can be followed up with {{clr|2|5K}} or {{clr|3|c.S}} into an air combo.


With YRC, S Disc goes from situational to one of her most open ended tools. She can use it as an anti-air against opponents with ways to change their air momentum, eat an opponent’s fireball and punish, get an air throw on an opponent trying to avoid it. S Disc YRC can be used on bad knockdowns to salvage okizeme where H Disc would be too slow, and secure a mixup.
With YRC, {{clr|S|S}} Disc goes from situational to one of her most open ended tools. She can use it as an anti-air against opponents with ways to change their air momentum, eat an opponent’s fireball and punish or get an air throw on an opponent trying to avoid it for example. {{clr|S|S}} Disc YRC can also be used on bad knockdowns to salvage okizeme where{{clr|H|H}} Disc would be too slow, and secure a mixup.
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;{{clr|H|H}} Tandem Top
;{{clr|H|H}} Tandem Top
Millia’s goal is to score a knockdown and set up either this or Secret Garden. H Disc will not hit meaty after most knockdowns (the exception being combos ending in {{clr|S|S Pin}}), meaning she must use a normal before the disc connects for it to be a true blockstring. However, this can be reversal safe against characters with slow reversals if she uses {{clr|P|2P}} or {{clr|K|2K}}.
Millia’s core win condition is to score a strong knockdown and set up either this or Secret Garden. {{clr|H|H}} Disc will not hit meaty against most midscreen knockdowns, meaning she must use a normal before the disc connects for it to be a true blockstring. Once in the corner, almost every pin knockdown guarantees a meaty disc.


Not only does H disc make her okizeme much safer by covering her recovery, it also strengthens her conversions. H disc hits twice and launches the opponent on its second hit, allowing for a damaging air combo into another H Disc setup. Ending with pin gives her a looping setup where the disc hits meaty enough she can backdash (and crouch to grab the pin), jump, air FD any reversal, and perform a safe airdash high/land low mixup.
Basic {{clr|H|H}} disc setups can massively boost the potency of Millia's offense. The disc hits launch the opponent, allowing for conversions from any high/low mixup that hits before it. Even if the mixup is blocked, disc makes {{MMC|input=214P|label=Iron Savior}} and {{keyword|TK}} {{MMC|input=j.236P|Bad Moon}} safe or even plus on block for extended pressure to run another mixup.


The opponent still has access to their defensive options, however. Common defensive tools used against Disc are low profile moves, such as Sol and Venom's {{clr|D|2D}} and Faust's crawl, of course invincible reversal's that you need to bait or set up to avoid, backdashes, especially from Slayer, Johnny, ot Potemkin, and parries, such as Jam's or Baiken's. The Disc itself hits mid, so Blitz can shut it down, remember to condition against this with meaty lows. Lastly, the Disc is a projectile, so moves like Potemkin's FDB can interact with them to turn the sitaution around.
The opponent still has access to their defensive options, however. Common defensive tools used against Disc are low profile moves, such as Sol and Venom's {{clr|D|2D}} and Faust's crawl, invincible reversals that need to be baited or set up to avoid, backdashes (especially from Slayer, Johnny, or Potemkin) and parries, such as {{MMC|chara=Jam Kuradoberi|input=546|label=Jam's}} or {{MMC|chara=Baiken|input=Ground Azami|label=Baiken's}}. The Disc itself hits mid, so Blitz can shut it down - remember to condition against this with meaty lows, which is of course beaten by low blitz, which loses to the disc hit itself.  


*The fastest way to place the H Disc after a knockdown where she are not already positioned on top of her opponent is to buffer it into a dash by inputting {{clr|4|2366H}}.
*The fastest way to reposition and place the {{clr|H|H}} Disc after a knockdown is to buffer it into a dash by inputting {{clr|4|2366H}}.
*{{clr|H|H}} Disc can also be YRC'd, this can make worse knockdowns into true mixups, and allow absurd situations, such as a double crossup using your two airdashes.
*{{clr|H|H}} Disc can also be YRC'd and remain active, which can make worse knockdowns into true mixups and allow absurd mixups, such as a double crossup using Millia's two airdashes.
*Varying wakeup timings affect what kind of meaties you can get. Wakeup timings are listed on each character's page, remember to at least roughly learn them
*Varying wakeup timings affect what kind of meaties are available. Wakeup timings are listed on each character's page, make sure to at least roughly learn them.


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|input=j.236P
|input=j.236P
|description=
|description=
One of Millia’s most infamous special moves. Its obvious use as a divekick is limited to say the least, and its true power lies in using it as a Tiger Knee special, dubbed "TK Moon" by the community, which gives you an unprorated, potentially 14 frame overhead that roughly shares it's startup animation and audio with Iron Savior, a low of around the same speed, forming Millia's most potent 50/50. Mostly unsafe on its own, and even on hit it doesn't lead to a combo, but with meter or Disc setups it can even lead to further pressure on block or a strong combo on hit.
One of Millia’s most infamous special moves, used primarily as a mixup option and occasional air ender.  
 
Its obvious use as a divekick is limited to say the least, and its true power lies in using it as a {{keyword|Tiger Knee}} special, known as "TK Moon", which gives Millia a potentially 14 frame overhead that roughly shares it's startup animation and audio with {{MMC|input=214P|label=Iron Savior}}, a low of around the same speed, forming Millia's most potent 50/50 mixup. Mostly unsafe on its own, and even on hit it doesn't lead to a combo, but with meter or Disc setups it can even lead to further pressure on block or a strong combo on hit.
 
Millia gains access to an enhanced version of Bad Moon upon reaching double jump height. This makes Bad Moon descend much faster, as well as deal more damage and hits than usual. With proper timing and combo adjustments, it can be used to knockdown the opponent without the need of Tension or {{MMC|input=j.214S|label=Silent Force}} in the corner, allowing her to more easily retain Pin.


Millia gains access to an enhanced version of Bad Moon upon reaching double jump height. This makes Bad Moon descend much faster, as well as deal more damage and hits than usual. With proper timing and combo adjustments, it can be used to knockdown the opponent without the need of Tension or Silent Force in the corner, allowing her to more easily retain Pin.
*Fastest possible TK Bad Moon is 14F.
*Fastest possible TK Bad Moon is 14F.
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|input=214P
|input=214P
|description=
|description=
The low complement to Bad Moon, also known as “haircar.” It’s an unthrowable low that starts with with Millia jumping into the air, which means it's easy for your opponent to confuse with TK Bad Moon, even sharing similar startup sounds.
The low complement to Bad Moon, also known as “haircar.” An airborne low that starts with with Millia jumping into the air,meaning it's easily confused as TK Bad Moon for the defender on startup, even sharing similar audio cues.
If whiffed, goes fullscreen before Millia jumps off. Midscreen, it knocks away, so despite the good advantage the knockdown is kind of weak. This ceases to matter in the corner, where the knockdown becomes very powerful.
 
If whiffed, travels fullscreen before Millia jumps off. On midscreen hit, it knocks away, so despite the good advantage on paper, the resulting knockdown is kind of weak. In the corner, the knockdown becomes very powerful.
 
Most notable uses are in okizeme with setups. While {{clr|S|2S}} is genuinely a better starter in a large number of ways, Haircar deals with backdashes, certain reversals, wakeup throws and throw Option Selects on top of its synergy with TK Moon, so as an oki tool it is still invaluable. Besides being a strong meaty, Haircar is often seen as an ender after {{clr|S|S}} Pin to secure stronger knockdown situations and a bit of extra damage in the corner, or to retrieve pin miscreen.


Most notable uses are, of course, in okizeme with setups. While {{clr|S|2S}} is genuinely a better starter in a large number of ways, Haircar deals with backdashes, certain reversals, wakeup throws and throw Option Selects, on top of its synergy with TK Moon, so as an oki tool it is still invaluable. Funnily enough, on the topic of Oki, Haircar is very often seen as an ender after {{clr|S|S}} Pin to secure stronger knockdown situations and a bit of extra damage. This is corner exclusive however, as midscreen its knockdown basically returns you to neutral if you still need to pick up Pin.
In certain strings, it works as a frametrap with decent reward to catch jumping, backdashing, or {{keyword|abare}}. Its unusual displacement of Millia's hurtbox and quick hitbox extension can also be a risky but rewarding footsies option.  


In certain strings, it works as a frametrap with decent reward to catch jumping, backdashing, or Abare. Its unusual displacement of your hurtbox and quick hitbox extension can also be used in footies, as risky as this is considering what happens if the move is whiffed. However, on block this move can be anywhere between a full counterhit punish, or genuinely unpunishable due to the range its at. With all of that in mind this move can also make for a very awkward neutral tool that is somehow surprisingly effective in certain matchups, namely Potemkin and Slayer due to their reliance on backdashes and grounded movement, these two also have trouble with the move on block.
On block, depending on the range Millia ends up at and the opponent's options, this move can be anywhere between a full counterhit punish, or genuinely unpunishable. Despite the risks, Haircar can make for a surprisingly effective tool in certain matchups, such as against characters that rely on backdashing and have limited options to punish it on block ( namely Potemkin and Slayer).
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|input=j.214S,j.214H|versioned=input
|input=j.214S,j.214H|versioned=input
|description=
|description=
Commonly referred to as “pin” or “hairpin,” Silent Force is Millia’s answer to ground normals and specials that she normally would struggle to deal with. It’s a fullscreen diagonal projectile, but with a caveat: once she throws it, she has to pick it back up again before she uses it. The pin itself can be picked up by crouching on top of it or by Roll-ing over it. She cannot pick it up while being hit or blocking. Two versions, {{clr|S|S}} has no effect on your momentum, {{clr|H|H}} sends you higher while maintaining horizontal momentum.
Commonly referred to as “pin” or “hairpin,” Silent Force is Millia’s answer to ground options that she normally would struggle against. A fullscreen diagonal projectile, but with a caveat: once thrown, she has to pick it up again before re-use. The pin itself can be picked up by crouching on top of it or by {{MMC|input=214K|label=Rolling}} over it. It can't be picked up while being hit or blocking.  


Pin is an excellent neutral tool both for baiting anti airs or making air approaches safe. With low recovery and, bafflingly, a stagger on counterhit, Pin is rewarding in on any hit or block. While it's already very threatening by itself, Pin > YRC is pretty much a guaranteed way to start offense from very far away. Both versions slightly alter Millia's hurtbox, but the {{clr|H|H}} version also just simply sends you higher into the air to mess with the opponent even more. Its strong knockdown makes it especially risky to jump against this move, as you risk getting sent straight into Millia's oki, were you to get hit by Pin.
Pin is an excellent neutral tool both for baiting anti airs or making air approaches safe. With low recovery and a stagger on counterhit, Pin is rewarding on any hit or block. While it's already very threatening by itself, Pin > YRC is pretty much a guaranteed way to start offense from very far. Its strong knockdown makes it especially risky to jump against it, as the opponent risks getting sent straight into Millia's oki on hit.


As such, Pin is also Millia's main combo ender; it knocks down at just about any height you'll generall reach. The fast startup of both versions also means it combos from just about any air normal, which makes Millia's strong aerial presence even more threatening. Both versions allow for combos afterwards; {{clr|S|S}} Pin usually has you land way before the opponent, and so it allows for a lot of freedom in your following combo. Most often you see Millias doing {{MMC|input=214P|label=Iron Savior}} or {{clr|H|5H}} > Lust Shaker after landing to secure extra damage and retain the knockdown, however you can continue with a relaunch using {{clr|H|S2H}} or {{clr|H|6H}}.  The {{clr|H|H}} version is a bit more specific, and is only really utilized like this in the corner, but it gives even stronger combos, as you can do a falling {{clr|D|j.D}} to keep the opponent juggled before continuing with the rest of your combo. If a knockdown if preferred, {{clr|H|5H}} > Lust Shaker can work depending on the height and character of the opponent. Note that if you relaunch, you'll have no way of securing a knockdown outside of the corner or without using resources, so keep this for ending rounds if neither of those options are available.
Pin is also her main air combo ender; it knocks down at just about any height she usually reaches. The fast startup means it combos from almost any air normal - both versions allow for combos afterwards.  


Can also serve as a pressure reset, if a counterable one, after {{clr|H|6H}} > Jump with the {{clr|S|S}} version, or either version, were you to successfully IAD on the opponent and not have your first attack countered by airthrow or {{clr|P|6P}}.
----
;{{clr|S|S}} Silent Force
{{clr|S|S}} Pin has no effect on momentum, so it will usually have Millia land way before the opponent. Very strong for baiting out anti airs or approaching, as she can launch an attack and begin grounded pressure or combos right after throwing the hairpin.  


*{{clr|S|S}} version launches the pin at a 45 degree angle downwards without changing your air momentum at all.
In combos, {{MMC|input=214P|label=Iron Savior}} or {{clr|H|5H}} > Lust Shaker are often used as followups to increase damage and keep the knockdown, however she can extend into a relaunch using {{clr|H|2H}} or {{clr|H|6H}} as well, which gives up the meterless knockdown most of the time.  
**Used to get your strongest oki and make swift approaches and jumpins safe.
 
*{{clr|H|H}} version has a slightly longer total duration and bumps Millia upwards slightly upon use, changing its range but not its angle.
This pin variation is used to score Millia's strongest setups with {{MMC|input=214H|label=Secret Garden}}, making it especially preferred in the corner. It can also be used as a pressure reset after {{clr|H|6H}} > Jump cancel, should the opponent not react and retaliate in time.
**Useful in many combos, where S pin would not get high enough to hit and net a knockdown, or when a specific extension is preferred.
 
**Leads to slightly weaker oki, requiring a meaty normal to keep the opponent from Fuzzy Jumping to avoid your mix.
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;{{clr|H|H}} Silent Force
 
The {{clr|H|H}} version is a bit more specific and is usually used for its extra evasive properties. Due to the upwards movement, it can avoid even bigger anti airs, make  approaches less predictable, and secure a knockdown in combos where {{clr|S|S}} pin would not reach, which can turn basically any airborne hit into oki. The adverse effect of this is the worse knockdown, which limits Millia to weaker setups outside of the corner. Can still be followed up by a falling {{clr|D|j.D}}, or quick ground normals, but again this can lead to the loss of okizeme.
 
*Has a slightly longer total recovery time than the {{clr|S|S}} version
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Roll can be followed up with {{clr|K|K}}, {{clr|S|S}}, {{clr|H|H}}, and {{clr|D|D}}.  
Roll can be followed up with {{clr|K|K}}, {{clr|S|S}}, {{clr|H|H}}, and {{clr|D|D}}.  


*Roll can be used to pick up the dagger from Silent Force. This does not change the functionality of Roll, which means she has all her normal options afterwards. Very handy when applying okizeme or during a blockstring.
*Roll can be used to pick up the dagger/pin from Silent Force. This does not change the functionality of Roll, which means she has all her normal options afterwards. Very handy when applying okizeme or during a blockstring.
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'''Roll {{clr|K|K}}''' will simply perform the move again, crossing up a second time if Millia is close enough. This is often used for tick throws, though use these sparingly if the opponent shows their ability to counter them consistently. Also has some use as a double crossup in conjunction with disc or garden, but situations for this are incredibly rare, so it's mostly not used this way.
'''Roll {{clr|K|K}}''' will simply perform the move again, crossing up a second time if Millia is close enough. This is often used for tick throws, though use these sparingly if the opponent shows their ability to counter them consistently. Also has some niche use as a double crossup in conjunction with disc or garden, though often not useful.


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'''Roll {{clr|S|S}}''' performs the motion input version of Lust Shaker. Closing the gap and providing plus frames gives you a good opportunity to reset pressure, which is really strong for Millia due to her mixup. Usually used by conditioning the opponent against jumping/mashing and Blitzing via {{MMC|input=214P|label=Iron Savior}} and {{MMC|input=Roll > H|label=Digitalis}}, then claiming your pressure reset once the opponent is respecting your options. Read below for details on Lust Shaker specifically.
'''Roll {{clr|S|S}}''' performs the motion input version of [[#Lust Shaker|Lust Shaker]]. Closing the gap and providing plus frames gives Millia a good opportunity to reset pressure, which is really strong due to her mixup game. Usually used by conditioning the opponent against jumping/mashing or Blitzing via {{MMC|input=214P|label=Iron Savior}} and {{MMC|input=Roll > H|label=Digitalis}}, then claiming a pressure reset once the opponent is respecting her options.  


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'''Roll {{clr|D|D}}''' simply performs her {{clr|D|5D}} after roll. Mainly useful to bait attacks looking to stuff your other options from roll, and get high reward doing so. The overhead property is also nice but most people will be standing to block your attacks after roll anyway, so this usually shouldn't hit on a blocking opponent.
'''Roll {{clr|D|D}}''' simply performs {{clr|D|5D}} after roll. Mainly useful to bait attacks looking to stuff Millia's other options from roll, and get high reward doing so. The overhead property is nice but most opponents will be standing to block attacks after roll anyway.


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'''Roll > {{clr|H|H}}''' is the only roll follow-up that is an entirely unique move, ''Digitalis''. Digitalis is mostly used as a knockdown tool against crouching opponents, comboing from {{clr|H|5H}} at any range, but it can also be used as a risky frame trap from lvl 4 moves. On hit, Millia is plus enough to get a safejump with IAD j.{{clr|P|P}}w > AD j.{{clr|S|S}}/{{clr|H|H}}. {{clr|H|5H}} > Roll > Digitalis > RRC is also a very common pressure reset, albeit risky when the opponent can IB your {{clr|H|5H}}, or Blitz after it, and before Digitalis. Massively rewarding on counterhit with a wall slide into a full combo, which are not impractical to get considering Roll's amazing low profile qualities, thus Digitalis is a strong, if risky, preemptive whiff punish tool. Surprisingly effective as an anti-air.
'''Roll > {{clr|H|H}}''' is the only roll follow-up that is an entirely unique move, ''Digitalis''. Digitalis is mostly used as a knockdown tool against crouching opponents, comboing from {{clr|H|5H}} at any range, but it can also be used as a risky frame trap from lvl 4 moves. On hit, Millia is plus enough to get a safejump with IAD {{clr|P|j.P}}w > AD {{clr|S|j.S}}/{{clr|H|j.H}}. Another common pressure reset is {{clr|H|5H}} > Roll > Digitalis > RRC, albeit risky when the opponent can IB {{clr|H|5H}}, or Blitz after it (before Digitalis).  


Massively rewarding on counterhit with a wall slide into a full combo, which is not impractical to get considering Roll's amazing low profile qualities, thus Digitalis is a strong, if risky, preemptive whiff punish tool. Surprisingly effective as an anti-air.


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|input=j.236K
|input=j.236K
|description=
|description=
Millia's command fast fall that alters her trajectory in the air, as she dives down in a 45 degree angle after a short halt midair.
Millia's command fast fall that alters her trajectory in the air, as she dives down in a 45 degree angle after a short halt midair.Another tool to make Millia's airgame stronger and more unpredictable.  


Yet another tool to make your airgame stronger and more unpredictable. Great for escaping situations where you're out of air options and your opponent is below you, where Silent Force won't reach, notably, so long as your opponent doesn't interrupt your jump, Turbo Fall makes escaping the corner trivial. Keep in mind that the move has no active hitboxes and is throwable, so a well-placed {{clr|H|j.H}} Throw Option Select can interrupt you, as rare as is this is to see, especially when you make sure to stay unpredictable. Good option after getting bursted.
Great for escaping situations where Millia is out of air options and the opponent is below her, where Silent Force won't reach - as long as the opponent doesn't interrupt the jump, Turbo Fall can make escaping the corner trivial. Keep in mind that the move has no active hitboxes and is throwable, so a well-placed {{clr|H|j.H}} Throw Option Select can interrupt it.


Has uses as a Mixup tool thanks to its ability to cross through the opponent, as Disc can mostly conceal a TK Turbo Fall ({{clr|2|j.2369K}}) startup, which makes for a pretty sneaky crossup that can beat low attacks and throw attempts.
Has some uses as a mixup tool thanks to its ability to cross through the opponent, as Disc can mostly conceal a TK Turbo Fall ({{clr|2|j.2369K}}) startup, which makes for a sneaky crossup that can beat low attack and throw attempts.


While not the nightmare of fullscreen throw setups that it was in the XX games, this move is still a very strong option in conjuction with YRC. The slowdown gives the opponent more time to react but makes the move effectively faster, so in almost every case, they have the hold whatever mixup you're going to use on them. Specifically potent after the opponent's burst, as it basically secures your turn back, especially if they're cornered.
This move is also a very strong option in conjuction with YRC. The slowdown gives the opponent more time to react but makes the move effectively faster, so in most cases, they have to defend against whatever mixup is coming. Specifically potent after the opponent's burst, as it basically secures Millia's turn back, especially if they're cornered.
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|input=214S,SSSS|versioned=input
|input=214S,SSSS|versioned=input
|description=
|description=
Lust Shaker is an interesting tool. It's one of Millia's only two grounded plus moves, and this one is plus even on IB. As such it can be a strong tool against a defensive opponent, since a pressure reset for Millia means another 50/50. It gives Millia a way to check how her opponent is reacting to her offense, whether that means blocking normally or using IB/FD. The chipp damage is also situationally good, better yet the meter it drains for FD usage can be significant.
Lust Shaker is one of Millia's only two grounded plus moves, serving as a strong pressure option with some uses in combos.


The special move input version ({{clr|3|214S}}) has longer startup and no variability in its duration, so is only really preferable in situations where the mashed version is not available at all, however that ends up being most situations. As for {{clr|3|SSSS}}.... this move is less applicable due to the restrictive input, but has its uses in the same realm as motion Shaker, with some unique uses in combos.
It is a strong tool against defensive opponents, since a pressure reset for Millia means another mixup. It gives Millia a way to check how her opponent is reacting to her offense and adjust accordingly. The chip damage is also situationally good, and it drains a lot of meter if the opponent FDs.


This move is also used after Roll, as the {{clr|3|S}} followup is literally just {{clr|3|214S}} cancelled from Roll. This is amazing against any defensive opponent, as it closes the gap in an effective way and punished people hesitant to counter Roll on reaction to the roll itself.
Lust Shaker is also a useful combo tool. It’s plus enough on hit to link into {{clr|K|5K}} up close and {{clr|S|f.S}} farther away, which can lead to crouch confirms with Digitalis, or full conversions with Emerald Rain. At 3 hits of Shaker, leads to a knockdown long enough to set up Disc, which is most commonly seen after {{clr|H|H}} Pin knockdowns to optimize the knockdown situation. With RRC, it can turn what would be an airtech situation after Bad Moon into a hard knockdown.


Lust Shaker is also a useful combo tool. It’s plus enough on hit to link into {{clr|K|5K}} up close and {{clr|S|f.S}} farther away, which can lead to crouch confirms with Digitalis, or full conversions with Emerald Rain. {{clr|H|5H}}(1) > {{clr|S|214S}} connects on juggled opponents and, at 3 hits of Shaker, leads to a knockdown long enough to set up Disc, which most commonly seen after {{clr|H|H}} Pin knockdowns to optimize the knockdown situation. It can also turn what would be an airtech situation after Bad Moon into a hard knockdown with RRC. Interestingly, Counter Hit  > {{clr|K|214K}} > S is a true combo you can link out of, so seeing as most people will be blocking after {{clr|H|6H}}(1), waiting for the second hit or a cancel to Haircar, and {{clr|H|6H}} is a strong frametrap tool used to fish for counterhits, this becomes a semi-OS to fish for high damage corner combos. {{clr|3|SSSS}} is a highly effective guts crush tool after Winger, or {{clr|3|S}} Pin which are both combo enders that allow you to buffer the mashing input.. It can also combo after 2D if cancelled fast enough, so depending on the opponent's wakeup times, optimally you should always be doing this, as rare as that is to see. Can reliably combo after juggled {{clr|H|6H}} for a more freeform knockdown after {{clr|3|S}} Pin if mashed effectively.
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;{{clr|S|214S}}  
The special move input version has longer startup and no variability in its duration/hits, so is only really preferable in situations where the mashed version is not available at all (however that ends up being most situations).  
 
Interestingly, Counter Hit {{clr|H|6H}}(1) > {{clr|K|214K}} > {{clr|S|S}} is a true combo she can link out of, so seeing as most people will be blocking after {{clr|H|6H}}(1) waiting for the second hit or a cancel to Haircar, this option gives Millia gets more options to her {{clr|H|6H}} pressure.
 
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;{{clr|S|SSSS}}
The mashed version is less applicable due to the restrictive input, but has its uses in the same realm as motion Shaker, with some unique uses in combos. {{clr|3|SSSS}} is a great guts crush tool after Winger, or {{clr|3|S}} Pin which are both combo enders that allow the mashing input to be buffered. It can also combo after {{clr|D|2D}} if cancelled fast enough or buffered. This is technically optimal for some confirms, but is rarely seen for obvious reasons.


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|input=214H
|input=214H
|description=
|description=
Secret Garden creates an orb above Millia's head that will move forward once and then in the inputted directions. The orb can be given commands by inputting a direction + H up to 4 times (ex. {{clr|4|3H}} > {{clr|4|4H}} > {{clr|4|6H}} > {{clr|4|4H}}) during the move's startup before it gets going and performs the inputs issued. Once it's started, the Orb doesn't disappear even if Millia is hit.
Secret Garden creates an orb above Millia's head that will move forward once and then in the inputted directions. The orb can be given commands by inputting a direction + H up to 4 times (ex. {{clr|4|3H}} > {{clr|4|4H}} > {{clr|4|6H}} > {{clr|4|4H}}) during the move's startup before it gets going and performs the inputs issued. Once it's started, the Orb remains active even if Millia is hit.
 
Garden Oki is Millia's strongest. Up to 5 hits, in a unique pattern the opponent won't know, which means mixup after mixup afer mixup of any kind; high/low, strike/throw, potentially left/right in rare situations, its all on the table. While situational due to long startup, it's Millia's trump card during corner oki, where combos to set up  Garden are abundant. These setups can vary based on character, and can range from simple and easy to niche, execution-heavy, and complex, however the reward pretty much always lines up with the requirement. With proper dedication Millia can make unlikely openings into a nightmare for the opponent.


Garden Oki is THE Oki. Up to 5 hits, in a unique pattern your opponent doesn't know, which means mixup after mixup afer mixup of any kind; high/low, strike/throw, potentially left/right in rare situations, its all on the table. Due to a lengthy startup, the move is situational, but is your trump card during corner oki, where combos to set up  Garden are abundant. These setups can vary based on character, some are more powerful than others, and can range from simply and easy to niche, execution-heavy, and complex, however the reward pretty much always lines up with the requirement. With proper dedication you can make unlikely openings into a nightmare for the opponent.
Most common setups will use {{clr|S|S}} pin while falling from a double jump combo, as this is the most advantageous knockdown Millia has, and just about every true setup is exclusive to the corner. How much advantage it actually gives depends on character wakeup times, and the optimization of the combo itself, so it can be much rarer to see in certain matchups, such as against Venom.  


Most common setups will have you use {{clr|S|S}} pin while falling from a double jump combo, as this is the most advantage you can get out of a knockdown, and just about every true setup is exclusive to the corner. How much advantage it actually gives you depends on character wakeup times, and the optimization of the combo itself, which is again character-dependant, so as strong as Garden is, it is much rarer to see in some matchups than others, such as against Venom. Less common setups include cancels from {{clr|4|6H}} or {{clr|D|2D}}, again, depending on wakeup timings. In just about every setup that doesnt use meter, you'll be forced to use a meaty normal, opening you up to reversals and Blitz, but so long as the Orb comes through it restricts the opponent from pushing an advantage from most defensive options, and often still gives you your turn. Dead Angle Attacks can be punished ON HIT in some scenarios.
Less common setups include cancels from {{clr|4|6H}} or {{clr|D|2D}}. In just about every setup that doesnt use meter, Millia will be forced to use a meaty normal, opening her up to reversals and Blitz, but so long as the Orb comes through it restricts the opponent from pushing an advantage from most defensive options, and often still gives Millia her turn. Dead Angle Attacks can be even punished ON HIT in some scenarios.


People will often fuzzy jump or mash to call out less powerful setups, but with the control you have over the orb, you can always account for this, on top of the fact that in many cases orb can still bail you out of a combo. The extra amount of hits will require some adjustment to your following combo, especially when using the Car/Moon 50/50, which launches either way, but this is very much manageable so long as you can secure Pin.
People will often fuzzy jump or mash to call out less powerful setups, but with the control over the orb, Millia can always account for this, on top of the fact that in many cases orb can still bail her out of a combo. The extra amount of hits will require some adjustment to following combos, especially when using the Car/Moon 50/50.
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|input=2141236H
|input=2141236H
|description=
|description=
Millia’s reversal super. Has decent damage, leads to a combo, and is pretty quick to start up, but its invul frames aren't great, it leaves you point blank to the opponent almost every time and its hitbox is also rough. Considering that, and the counterhit recovery, this is an incredibly risky defensive option.
Millia’s reversal super. It has decent damage, leads to a combo, and is quick to start up; but, its invulnerable frames are short, it leaves her point blank next to the opponent almost every time, and its hitbox is also rough. These factors make it an risky defensive option.
 
The more common usage of this move is as a combo ender after Silent Force. The tumble it puts the opponent into can lead to great oki as it allows Millia to chose between any knockdown tool she has access to, or provides good situation for getting through guts and high scaling to finish a round by doing Lust Shaker, then runup OTG {{clr|K|2K}}
{{clr|K|5KKK}}... This move is also one of her avenues into comboing into Gold IK when cornering the opponent with sufficient meter.


The more common usage of this move is as a combo ender after Silent Force. The tumble it leaves you with can lead to great oki as it allows you to chose between any knockdown tool you have access to during the tumble, or a good situation for getting through guts and high scaling to finish a round, by doing Lust Shaker, then runup OTG 2K5KKK... This move is also one of your avenues into comboing into Gold IK, as rarely as Millia will have 100 meter and the corner to do that.
*The downwards hit is an overhead, have fun knowledge-checking people
*The downwards hit is an overhead, have fun knowledge-checking people
*Winger is Counter Hit recovery after the initial rising animation and then has normal recovery after the dive.
}}
}}


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Throws three discs, roughly the size of tandem top, across the screen. All 3 hits launch and wallbounce, leading to a combo on hit, but leave Millia safe on block. All hits knock the opponent down even after the wallbounce.
Throws three discs, roughly the size of tandem top, across the screen. All 3 hits launch and wallbounce, leading to a combo on hit, but leave Millia safe on block. All hits knock the opponent down even after the wallbounce.


Has basically no use in neutral outside of being a wasteful and inconsistent anti air, and really shines as a combo tool. Millia struggles with her longer range conversions in general and this Overdrive does wonders for her in that regard.  Despite it being cancellable into from only normals and not specials, it generally out performs a regular RRC in just about every way, with stronger corner carry and damage, although there are routes where it simply doesn't hit in time to combo, and there RRC is preferred to secure a knockdown, if for miniscule damage. Most often seen after a confirm into {{clr|D|2D}} or {{clr|H|5H}}, and is more consistent on a crouching opponent. If you're ready to gamble tension away, you can also throw out a {{clr|H|5H}} and buffer the super in situations you assume it might hit. This is safe if blocked and massively rewarding on hit.
Amazing conversion super. Millia struggles to combo from her longer range grounded hits in general and this Overdrive does wonders for her in that regard in a manner similar to RRC, being slightly more restrictive but noticably more rewarding. Most often seen after a confirm into {{clr|H|5H}}, and is more consistent on a crouching opponent. Millia can also throw out a poke and buffer the super in situations assuming it might hit, or simply raw confirm from some of them, like {{clr|D|2D}}.


Regarding its inconsistencies, depending on height and character, the discs sometimes don't fully connect, which generally results in a reset to neutral if the discs hit OTG, or sometimes minor frame advantage at midscreen-3/4 screen range. If the opponent is light enough, at a certain heigh the discs can also partially whiff in the corner, which leaves you with a discless oki situation.
It can be somewhat inconsistent - the discs sometimes don't fully connect, which results in a reset to neutral if the discs hit OTG, or sometimes minor frame advantage at midscreen~3/4 screen range. If the opponent is light enough, at a certain height the discs can also partially whiff in the corner, which leaves Millia in a discless oki situation.


It can even secure a combo from throw in many situations, but these aren't fully consistent and are highly prorated, so they're more rare to see and generally serve the purpose of ending rounds, however the better corner carry and oki can be worth the Tension.
Emerald Rain is fast enough to combo from throw, and naturally leads to a full combo. The damage is nothing incredible, but the stronger oki and corner carry can make this a worthwile use of meter, especially in closing out rounds.


*Can trade quite favorably as any of the hits knock down
*Can trade quite favorably as any of the hits knock down
*Can be done after a Silent Force knockdown to get more corner carry out of your combo
*Can be done after a Silent Force knockdown to get more corner carry out of a combo
*Wallbounces when against the side of the screen or corner, which leads to 4-way setups in the corner.
}}
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|input=214214S,Rose|versioned=input
|input=214214S,Rose|versioned=input
|description=
|description=
Install super which causes Millia's movement and special moves to leave a trail of roses that become active as damaging projectiles after a short delay. Many of her moves which do not lead to a combo without a disc can be converted with roses, especially in the corner. All roses disappear if Millia is hit. Additionally, it speeds up the startup and just general movement speed of certain moves.
Install super which causes Millia's movement and special moves to leave a trail of roses that become active as damaging projectiles after a short delay. Many of her moves which do not lead to a combo without a disc can be converted with roses, especially in the corner. All roses disappear if Millia is hit. Additionally, it speeds up the startup and general movement speed of certain moves.
 
While it can make for certain tricky situations and improves Millia's conversions from some of her moves, this super is seldom used as Millia's other uses of Tension are so good that it's hard to justify taking a gamble on hitting someone with this and being at a gigantic disadvantage if it backfires.  


While it can make for certain tricky situations and improves Millia's conversions from lots of moves, this super is generally never used, as despite clear intentions many of the moves it's supposed to make safe can still be counterhit before the rose pops, notably TK Moon and Haircar can often just be stuffed between the two hits by faster moves that possess the range when you aren't in the corner at point blank range. Every other use ranges from situational to borderline useless, and mostly encourage you to make this move's 50 tension commitment in neutral of all places. Most of the time, roses left by forward runs and airdashes won't be in a position to hit, Turbo Fall can be abare'd with little risk --given, it has uses in combos too--, Roll is fine, but can give you a safe crossup for 50 tension using RRC anyway, and is still throwable and mashable. Backdash and Throw, and {{MMC|input=Roll > H|label=Digitalis}} are the moves it meaningfully upgrades, since getting full corner carry from throw, as rarely as you should be using this midscreen, is very strong, but since Millia can combo certain characters anyway without meter, its use varies. Backdash leaves a rose to cover your retreat, and this is genuinely good, however since Millia's backdash is as strong as it is, 50 meter is yet again not worth gambling away like this. Making Digitalis safe is strong, but again, RRC gives you that and more.
Despite clear intentions, many of the moves it's supposed to make safe can still be counterhit before the rose pops (notably TK Moon and Haircar can often just be stuffed between the two hits by body invulnerable or fast, far-reaching moves, even in the corner). Most of the time, roses left by forward runs and airdashes won't be in a position to hit and Turbo Fall can be abare'd with little risk. Roll is fine, but Millia gets a safe crossup for 50 tension using RRC anyway, and is still throwable and mashable.  


In combos the roses highly scale damage and can even interfere with certain {{clr|D|j.D}} > IAD combos, as airdashes leave roses that can knock the opponent out of your string. The high amount of hits also give the opponent more burst than its worth, as the damage increase is rarely significant. At its best, Chroming Rose gives Millia strong guts crush combos in the corner, ones that are pretty much 100% burst safe with simply looping {{clr|D|j.D}} > Turbo Fall until the super runs out. It can also serve to secure knockdowns from a midscreen Bad Moon ender, however that's already possible with RRC, and also more likely to happen as you'll be gaining meter during combos.
Backdash, Throw and {{MMC|input=Roll > H|label=Digitalis}} are the moves it meaningfully upgrades - throw now leads to corner carry and stronger setups and Digitalis becomes safe on block. Even so, Emerald Rain already allows for throw combos on the entire cast at the same cost and no setup required. Backdash leaves a rose to cover her retreat, and while good, Millia's backdash is already strong as it is.


Millia's other uses of Tension are so good that it's hard to justify taking a gamble on hitting someone with this and being at a gigantinc disadvantage if it backfires.
Arguably, the strongest benefit of Chroming Rose is access to burst safe combos that burn through scaling and guts, though very situational. In combos, the roses highly scale damage and can even interfere with certain {{clr|D|j.D}} > IAD combos, as airdashes leave roses that can knock the opponent out of a string. The increased hit count also gives the opponent more burst gauge. It can also serve to secure knockdowns from a midscreen Bad Moon ender, however that's already possible with RRC and also more likely to happen from meter during combos.


*Is one of the few overdrives that inflict a meter penalty.
*Millia spawns roses on the following moves:
*Millia spawns roses on the following moves:
**Iron Savior
**Iron Savior
**Bad Moon, high version has stronger hitbox and faster startup.
**Bad Moon (high version has stronger hitbox and faster startup).
**Throw
**Throw
**Roll, only {{clr|K|214K}} and not its followup.
**Roll (only {{clr|K|214K}} and not {{clr|K|K}} followup.
**Digitalis
**Digitalis
**Turbo Fall, also descends faster and has faster startup.
**Turbo Fall (also descends faster and has faster startup).
**Airdash
**Airdash
**Backdash
**Backdash
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|input=236236H
|input=236236H
|description=
|description=
IK with rather short range. Millia has low stun output so Red IK is almost completely off the table. Gold IK setups include the universal {{clr|D|5D6}}, and notably Winger -> Gold IK Activate -> IK. Rarely should you have meter for this, but due to Millia's mediocre damage it's genuinely useful to finish certain rounds off with.
IK with rather short range. Millia has low stun output so Red IK is almost completely off the table. Gold IK setups include the universal {{clr|D|5D6}}, and notably Winger -> Gold IK Activate -> IK. Rarely should she have meter for this, but due to Millia's mediocre damage it's genuinely useful to finish certain rounds off with.
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==Navigation==
==Navigation==
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[[Category:Guilty Gear|Millia Rage]]

Latest revision as of 08:48, 14 April 2024

Overview

Overview

Millia is a high speed rushdown character who thrives off of her terrifying high/low mixup potential. Her second airdash, fast run speed, and fast jump mean she can outmaneuver her opponent and bait them into whiffing something. 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 health 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.
Millia Rage
GGXRD-R Millia Portrait.png
Defense
x1.22
Guts Rating
3
Weight
[105] Light
Stun Resistance
55
Prejump
3F
Backdash
11F (1~5F invuln)
Wakeup Timing
25F (Face Up)/ 23F (Face Down)
Unique Movement Options
2 Air Dashes
Turbo Fall
H Silent Force
Fastest Attack
2P, 2K (5F)
Reversals
2141236H (5+1F)

 Millia Rage is a fragile character who punishes mistakes by enforcing deadly mix-ups and okizeme through her myraid of mobility options and setplay tools.

Pros
Cons
  • Oki Goddess: Millia has access to both some of the game's best setplay options, as well as mixup, with instant overheads, crossups, tick throws, and more, making her oki some of the strongest in the game.
  • Superb Mobility: Fantastic mobility with 2 airdashes and great run speed, as well as strong specials for ground and air mobility, and a very strong backdash. Millia's mobility and whiff punishing is nearly unrivaled.
  • Aerial Threat: On top of her unmatched air mobility, Millia has access to a variety of strong, convertable jumping attacks that make her hard to deal with while midair.
  • Versatile Juggles: Millia has lots of freedom in her air combos, and optimization can increase her damage output, further improve her already amazing corner carry, and lend her even more powerful setups.
  • Fragile: Millia has low stun resistance and second lowest health in the game. She also gains RISC more quickly and loses it more slowly than other characters.
  • Mediocre Damage: Millia's damage, in practice, is generally low outside of the corner, as her combos here are either limited or have high proration and have the primary goal of securing her win condition.
  • Low Meter Gain: Millia's meter gain is very slow, despite having to use Tension quite a bit for conversions, and especially on defense for FD or Dead Angle to escape.
  • Conditional Ground Pokes: Millia's ground pokes generally lack meaningful disjoints and have otherwise large hurtboxes, limiting her ability to contest other pokes.

Unique Mechanics

Silent Force

Silent Force AKA "Pin" 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

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 Mid 7 5 6 -1
Total: 17

Unlike most 5P's, Millia's is not really used as a jab due to its high hitbox and slow startup. 5P's true usage is as a combo tool and anti-air. With a short total duration and generous disjoint, it's a fast anti-air that she can throw out preemptively with little risk. Being jump cancellable makes it very easy to convert from, on top of its plentiful gatlings, namely its self-gatling and the one to 5K.

Thanks to some of these properties, it's also a good combo tool to pick up conversions in situations other normals won't connect, most commonly after S Disc in the corner. Also deals higher damage than 5K, which makes it more preferable in combos, if only by a miniscule amount. On counterhit, has slightly longer untech, giving more time to confirm an anti-air hit, even having enough time to cancel into IAD and convert that way.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

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
12 Mid 5 6 14 -10
Total: 24

5K is Millia's fastest standing button and has very generous range. Go-to button for pressure and confirms, while boasting good cancel options for further pressure or mixups, such as jump to reset pressure or create distance, 6P for a frametrap. Notably, this is her only gatling into 6K and it has low options, which make for effective high-low mixups.

Many of Millia’s combos use 5K as a bridge due to its range and jump cancel, and its quick startup can serve as a tool to pick up juggles her other normals couldn't. Can be linked into after crouching hit 6K, and Lust Shaker. Also often seen in combos from throw.

Can be used as an emergency anti-air, but it’s heavily outclassed in hitbox and recovery by 5P.

Gatling Options: 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 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
22×2 Mid 7 3, 3 17 -6
Total: 29

c.S has its primary uses in confirms and pressure due to plentiful cancel options and a long cancel window as a result of its two hits. In pressure, the ability to jump cancel can be a strong tool to create space, force a mixup with TK Moon, or reset pressure on a defensive opponent. c.S can gatling into 6P, being Millia's only true string into it, which has strong implications for pressure and frametraps with that move's gatling to 6H.

Great for confirming and neatly goes into 2D for a close-range knockdown, letting Millia set up strong Disc oki. On certain characters and spacings, it has an annoying tendency to fall out, despite the opponent being in the activation range, which can interfere with an otherwise great knockdown situation. Often seen as a launcher in combos when a lower height is preferred due to weight or scaling, here it usually combos into j.S and j.H, however hitstun decay can interfere with this. Thankfully, it has a gatling to 2H, which lets Millia salvage these situations.

Lastly, the move, while not majorly disjointed, has a strong vertical hitbox, which is sometimes used to anti-air from below opponents.

Gatling Options: 6P, f.S, 2S, 5H, 2H, 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
28 Mid 7 2 16 -6
Total: 24

Millia’s main grounded poke. Has limited, but important gatling options. Very good range and speed with low recovery makes this move essential in footsies, however it lacks strong reward at most ranges.

In pressure, its ability to go into 2S opens up the pressure options of that move, while the gatling to 5H gives Millia DigitalisGGXRD Millia Digitalis.pngGuardMidStartup8Recovery26Advantage-11 framtraps and pressure resets.

On that note, this move's 5H gatling is essential, as its Millia's main way to confirm into 2D and get her offense going from a grounded confirm. However, since these can fall out, it's not uncommon to see this move RC'd to then be converted into okizeme. Its gatling to 2H is mostly seen in juggles, where f.S is used to pick up combos from Digitalis RC, or H disc. Here, it's basically interchangeable with c.S.

Gatling Options: 2S, 5H, 2H, 5D

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
30×2 Mid 6 4(2)2 21 -4
Total: 34

A bit too lengthy to be used as a ground poke, but still an essential normal.

5H's gatling to 2D is how Millia gets most of her grounded okizeme started, so many confirms will be headed towards this button. Combos into Roll > Digitalis on crouching or counter hit, which is a great tool for long range grounded knockdowns.

Has enough hitstun to combo into Emerald RainGGXRD Millia EmeraldRain.pngGuardAllStartup4+1RecoveryTotal: 74Advantage-3 at many spacings, which can make Millia's footsies way more threatening when she has meter. If you recognise that 5H hits too far to connect into Emerald Rain, RRC is preferred and very consistent. Can combo into the motion input version of Lust Shaker, which is used to achieve stronger knockdowns in some combos, specifically with the first hit of 5H.

4H is Millia's main throw OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. option, and quite a good one at that. At 6 frames startup on the first hit, it's not uncommon to see wild mashing of this move rewarded in some form. Has a surprising amount of untech on air Counter Hit, which can lead to strong juggles or just straight up a knockdown.

Gatling Options: 5D, 2D

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
23 High 28 4 20 -10 9-14 low profile
15-17 above knees
Total: 51

Millia’s slowest overhead, but not without use. 5D is more useful for its evasive properties and disjointed hitbox than being an overhead - 5D and can clash with many reversals, while mostly being safe on block. Can be punished by very long and fast pokes though, if the opponent has one.

If it hits, 5D[8] is the go-to for corner carry and damage. With a pin ender, the following okizeme will also be quite potent, but keeping track of pin and recovering it could interfere with this. 5D[6] is only ever seen in the corner, and leads to decent damage and strong oki of choice. Neither are common, but the whiff punishing capabilities of 5D are nothing to scoff at, so it's good to know the options when it does pay off.

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
22 Mid 10 5 22 -13 1-14 Upper Body
Total: 36

Solid 6P. Decent startup, very good disjoint, but long recovery. One of Millia's primary anti-airs.

Its disjoint and useful gatlings into 6H/2H make it a confirmable, if committal anti air with good reward; the go-to for more vertical air approaches. In pressure, the move is a frametrap from P and K normals, a true string into and from c.S, and forms a very dangerous frametrap with 6H, which leads to huge damage on counterhit.

Can sometimes see use in confirms due to the 2H/5H gatlings, but interchangeable with c.S for the most part. The move is a subpar counterpoke, but with a stagger on counterhit, the reward can sometimes be worth the risk.

  • Staggers on Counter Hit.

Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D

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
25 High 19 4 12 +1 5~20F Lower body
21~22F Feet
Total: 34

Important tool for Millia's grounded offense. Decently fast overhead that's plus on block, and has cancel options afterwards, and even low crushes.

6K only hits most couching opponents on frame 21, so if someone's really looking for it, they can react. Thankfully, not only is the move difficult for the opponent to IB on reaction, it's also special cancellable, so Millia's pressure is mostly secure even if it's blocked. Has little use in neutral, but the low crush property can work against people looking to control space with low-hitbox pokes.

In pressure, it can only be gatlinged into after 5K, which makes it slightly telegraphed in strings, though due to 5K's other low cancel options, defaulting to high block is a bad idea on defense. On the other hand, there are no gapless strings into 6K, so it's vulnerable to defensive throws, backdashes, and other preemptive defensive options.

Its notable special cancels are S disc and HaircarGGXRD Millia IronSavior.pngGuardLowStartup17Recovery18+landing 8Advantage-13. 6K > disc is a safe pressure ender that can lead to corner combos on hit, while Haircar is a frametrap that can catch people trying to mash or jump away against a potential pressure reset. The utilities of every other special cancel also apply, but are less commonly seen.

In setups and okizeme, this move is commonly used midscreen, where it's easier to combo from than Bad MoonGGXRD Millia BadMoon.pngGuardHigh/AirStartup11RecoverySee notesAdvantage-17, or as a second overhead in corner setups, where it maintains Millia's turn after H Disc has disappeared, unlike Bad Moon. It can also deal with defensive 2D's from characters like Sol or Venom thanks to its foot invul, which are not uncommon responses to less airtight setups.

  • Is plus enough on crouching hit to link into 5K, which can often convert into a Digitalis crouch-confirm.
  • Despite the animation, the move is not invulnerable to throws, so make sure to space it as a meaty.

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
35×2 Mid, High 15 3(6)5 18 -6
Total: 46

One of Millia's most versatile offensive tools for frame traps and pressure resets. Launches on CH for her highest damage combos. Use in neutral is not recommended outside of certain matchups, due to its long whiff recovery and large hurtbox.

The first of hit 6H is particularly strong, since Millia can IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. after it on block to reset pressure, or jump straight into S pin and follow up with an airdash into an air string, forming a potentially looping pressure sequence that can be tricky to escape, though the IAD can be air thrown.

This hit is also special cancellable, which means Millia can cancel into Haircar to mess with people's muscle memory of high blocking the second hit, but the ability to jump cancel into TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Bad Moon still makes it risky to just react to any cancel with a low block. Serves as a devastating frametrap from 6P due to the CH reward.

Good as a combo ender after S pin, but not always desirable. Can be RC'd on hit to guarantee a Secret Garden setup at the cost of some tension. Very much useful in the corner due to its high damage and low juggle, that gives way to more optimal routes.

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
9 Mid 5 2 6 +2
Total: 12

A fast, low hitbox mid. Outshined as a meaty by 2K, but highly valuable in pressure due to a useful gatling into 6H.

While not a true frametrap, it can punish someone looking to cover both a frametrap and tick throw option by fuzzy mashing, and the reward from a Counterhit 6H is devastating. It also has one less frame of recovery than 2K, giving Millia stronger pressure reset options on its own.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

2K

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
8 Low 5 2 7 +1
Total: 13

Primary pressure starter and Millia’s fastest low. It’s plus and has great frame trap options with 6P and 2D.

By itself, 2K is an excellent tick throw point. Lacks some of the great gatling options of 2P, most notably 6H, but what it does have are still great for confirming and pressure. Being Millia's fastest low also means this move is an essential meaty in her weaker oki setups that don't have a meaty Disc. The reward is very low, but after conditioning people to stop jumping delayed disc oki with this move, she can start applying stronger starters and mixups.

Gatling Options: 6P, 5K, 2K, c.S, f.S, 2S, 2H, 5D, 2D

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
26 Low 9 2 15 -3
Total: 25

A very strong 2S used for pressure and mixups. Unlike most of its kind, it hits low and is jump cancellable, with good gatlings and no initial proration.

Millia's gatlings make 2S a good mixup tool. For example, from 5K, Millia can go into both a high (6K) or low (2S) for a pseudo 50/50 in the middle of a blockstring. The move's ability to be jump cancelled also has strong implications for mixups, since it can be cancelled into TK Bad Moon or Haircar.

As for pressure from 2S, this is one of Millia's main reset points; she can IAD onto or over the opponent, or simply jump, then S Pin into a low airdash for a mixup and pressure reset. While these can be countered with airthrows or quick responses with a grounded anti-air, if used sparingly, they can work very well.

In okizeme setups, Millia can IAD from 2S to set up a double airdash high/land low 50/50, very often used in the corner after a meaty 2S, since this allows for pressure after the disc has disappeared. Due to the nature of its hurtboxes, it can be spaced to make wakeup DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s whiff.

On hit, 2S leads to some of Millia's higher damage meterless combos, especially in the corner, where she has a lot of room for optimization.

Gatling Options: 5H, 2H, 5D

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
33 Mid 11 7 12 -2
Total: 29

Jump cancellable launcher, strong combo tool and occasional anti air. Disjointed later into its animation, and has little horizontal range.

2H is generally outperformed as an anti air and pressure tool by other normals, however it is invaluable in confirms and combos in general. It can combo from S normals and be consitently followed up with any air normal, leading to Millia's best routes for corner carry. This makes it one of her two main destinations in grounded confirms; if she lands a hit early into a string, 2H for an air combo. If it pushes the opponent too far, 2D for a knockdown.

In setups, it's her main launcher, although in Disc setups, its launch combined with the disc's can launch the opponent too high. This can be fixed by either doing a weaker combo, nailing a one button jump install An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack. on 2H, or using 6H and adjusting your routing to accommodate its lower launch - What works and doesn't depends on the opponent's character.

  • Has a very lengthy untech time on CH, allowing for more freeform conversions and favorable trades.
  • Gatlings to 2D, giving Millia a safe low for a 50/50 with TK Bad Moon.

Gatling Options: 5D, 2D

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
26 Low 13 3 12 -1 10~21F Feet
Total: 27

Slow but strong 2D. One of Millia's main destinations in grounded confirms and a strong poke with low recovery.

Very good in neutral due to its range, and even though it's one of the slowest 2D's in the game, it's still fast enough to be used as a poke. Has great reward on hit, since Millia can always confirm a hit into running Disc to start her oki. Has a slight low crush property, beating out narrow moves like Ky's 2DGGXRD Ky 2D Hitbox.pngGuardLowStartup7Recovery12Advantage-10 or Slayer's 2KGGXRD Slayer 2K hitbox.pngGuardLowStartup6Recovery8Advantage+4.

A good mixup tool from 5K, a move with a potential overhead followup, and a strong frametrap from 2K, which is often used to tick throw and reset pressure. Also one of Millia's strongest low starters in setups with good base damage and no proration, though its launch may require alternate combos. Through all of this, the move is only -1, so it can mostly be defaulted to as a pressure ender while being safe.

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
12 High/Air 4 6 12
Total: 21

VERY fast air normal. Useful for catching opponents above her and as a rising anti-air thanks to its active frames and good vertical hitbox. Confirms into j.S (1f gap on normal block) and j.D, and can reverse gatling to j.P for filler. Also serves a purpose with mixups as it can be used for F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters.s and to catch opponents mashing reversal throw.

  • Jump cancelable.

Gatling Options: j.P, j.S, j.D

j.S

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
28 High/Air 8 10 25
Total: 42

Humongous, deep jump-in and IAD button. One of Millia’s main air approach tools thanks to its large hitbox. Has limited gatlings, so it usually requires Pin to get her offense started. Its one gatling to j.D, however, is used frequently.

j.D's landing recovery makes it suboptimal for jump-ins (although j.H > j.D a frametrap to catch people mashing 4H for strong damage in the corner), but this cancel shines in air-to air conversions and combo extensions. After a launcher, j.H > j.D is mostly interchangeable with j.S > j.D, but with j.H's faster startup it's usually used to keep the opponent at a lower height and for optimal damage. This gatling is also used in all kinds of damage-optimal routes in the corner, notably after CH 6H, Millia can IAD j.H > j.D, and pick up a full combo afterwards for high damage with precise timing.

This goes without saying, but 4/6j.H is a great airthrow OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did., and due to its wide applicability after launchers, this move is an effective way to fish for bad bursts and throw them, for which Millia's reward isn't half bad.

Gatling Options: j.D

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
36 High/Air 11 7 9+6 landing
Total: 31

Very important air normal. Seemingly strong air-to-air that can get beaten out in practice, but is invaluable in combos.

j.D knocks away on air hit, and is jump cancelable, which lets Millia cancel the move into IAD and still combo afterwards, which results in infamously powerful corner carry. j.D routes in conjunction with S pin are also a very strong routes for okizeme, as Millia has lots of time to position herself and set up a Disc. This is part of her main air combo routes, and is a fundamental part of playing Millia.

j.D's long untech time gives a lot of freedom in following up the move, and is the key to most of Millia's optimal combos. Other than IAD routes mentioned above, she can jump cancel, link afterwards, fall, then airdash, land and relaunch, land and rejump, land and super, the list goes on. The amount of variation j.D brings to Millia's air combos is staggering, and good use of it in combos is rewarded strongly; with better damage, corner carry, and setups.

On Counterhit, j.D wallbounces in the corner. This leads to okay damage, but considering the move's massive hurtbox and comparatively small hitbox, fishing for counterhits with this move isn't a sustainable strategy. Regardless, most opponents often won't expect a button this large, so there is potential.

Universal Mechanics

Ground Throw

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
0, 55 Ground Throw: 70000 1 +60

Very important to her mix-up game. Though her throw range is short, her dash speed makes up for the range.

Sets up a knockdown advantaged enough for Disc okizeme. Has several spacing-and HIGHLY character-dependant combos from it, mostly using 5K. These are very prorated but still result in corner carry and stronger oki. Check the combo section for more detail.

  • Switches sides on successful forward throw
    • Throwing with 4H will keep Millia and her opponent on the same sides they started with.

Air Throw

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
0, 55, 0 Air Throw: 192500 1

Millia’s least rewarding anti-air.

It sends her opponent flying away, into a wallbounce if she's high enough relative to the distance from the opposite side of the screen. Midscreen, she can run up and do H Disc with a fast meaty normal afterwards to cover it. Alternatively, she can set up Secret Garden for neutral coverage but no actual okizeme.

Throwing an opponent into the corner will leave her even closer, allowing for stronger meaties. When throwing someone out of the corner, the reward is minimal as the best she can get as okizeme is a meaty low in this situation, so Millia is often better off just taking this time to leave the corner herself, get an advantageous position, and recover Pin if she needs to.

Although not insanely rewarding, it's very consistent as airthrows tend to be, and j.H is a good button to OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. with.

Dead Angle Attack

Blitz Attack

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
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50F: Blitz

Millia’s low meter gain means she’s better off spending 25 meter on RC or Emerald Rain, which both give her way more utility. However, seeing as how Millia's defensive options are very poor, Blitz does retain its use as one.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Tandem Top

236S/H

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
236S 40 All 11 13 Total 38 -1
236H 25×2 All 60 32,2 Total 35

Millia's signature move. Commonly referred to as “Disc.”

  • Both discs wallbounce on hit.
  • Disc is a projectile, so moves like Potemkin's FDBGGXRD Potemkin FDB.pngGuardMidStartup19Recovery12Advantage+2 can interact with them to turn the situation around.

S Tandem Top

Without meter, S Disc is used in corner combos as a launcher. The wallbounce can be followed up with 5K or c.S into an air combo.

With YRC, S Disc goes from situational to one of her most open ended tools. She can use it as an anti-air against opponents with ways to change their air momentum, eat an opponent’s fireball and punish or get an air throw on an opponent trying to avoid it for example. S Disc YRC can also be used on bad knockdowns to salvage okizeme whereH Disc would be too slow, and secure a mixup.


H Tandem Top

Millia’s core win condition is to score a strong knockdown and set up either this or Secret Garden. H Disc will not hit meaty against most midscreen knockdowns, meaning she must use a normal before the disc connects for it to be a true blockstring. Once in the corner, almost every pin knockdown guarantees a meaty disc.

Basic H disc setups can massively boost the potency of Millia's offense. The disc hits launch the opponent, allowing for conversions from any high/low mixup that hits before it. Even if the mixup is blocked, disc makes Iron SaviorGGXRD Millia IronSavior.pngGuardLowStartup17Recovery18+landing 8Advantage-13 and TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. j.236PGGXRD Millia BadMoon.pngGuardHigh/AirStartup11RecoverySee notesAdvantage-17 safe or even plus on block for extended pressure to run another mixup.

The opponent still has access to their defensive options, however. Common defensive tools used against Disc are low profile moves, such as Sol and Venom's 2D and Faust's crawl, invincible reversals that need to be baited or set up to avoid, backdashes (especially from Slayer, Johnny, or Potemkin) and parries, such as Jam'sGGXRD Jam Hochifu.pngGuardStartup1Recovery24Advantage- or Baiken'sGGXRD Baiken Azami.pngGuardStartup1RecoveryTotal 34~122Advantage-. The Disc itself hits mid, so Blitz can shut it down - remember to condition against this with meaty lows, which is of course beaten by low blitz, which loses to the disc hit itself.

  • The fastest way to reposition and place the H Disc after a knockdown is to buffer it into a dash by inputting 2366H.
  • H Disc can also be YRC'd and remain active, which can make worse knockdowns into true mixups and allow absurd mixups, such as a double crossup using Millia's two airdashes.
  • Varying wakeup timings affect what kind of meaties are available. Wakeup timings are listed on each character's page, make sure to at least roughly learn them.

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

One of Millia’s most infamous special moves, used primarily as a mixup option and occasional air ender.

Its obvious use as a divekick is limited to say the least, and its true power lies in using it as a Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. special, known as "TK Moon", which gives Millia a potentially 14 frame overhead that roughly shares it's startup animation and audio with Iron SaviorGGXRD Millia IronSavior.pngGuardLowStartup17Recovery18+landing 8Advantage-13, a low of around the same speed, forming Millia's most potent 50/50 mixup. Mostly unsafe on its own, and even on hit it doesn't lead to a combo, but with meter or Disc setups it can even lead to further pressure on block or a strong combo on hit.

Millia gains access to an enhanced version of Bad Moon upon reaching double jump height. This makes Bad Moon descend much faster, as well as deal more damage and hits than usual. With proper timing and combo adjustments, it can be used to knockdown the opponent without the need of Tension or Silent ForceGGXRD Millia SilentForce.pngGuardAllStartup11Recovery23 TotalAdvantage- in the corner, allowing her to more easily retain Pin.

  • Fastest possible TK Bad Moon is 14F.

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
36 Low 17 till reaches corner 18+landing 8 -13

The low complement to Bad Moon, also known as “haircar.” An airborne low that starts with with Millia jumping into the air,meaning it's easily confused as TK Bad Moon for the defender on startup, even sharing similar audio cues.

If whiffed, travels fullscreen before Millia jumps off. On midscreen hit, it knocks away, so despite the good advantage on paper, the resulting knockdown is kind of weak. In the corner, the knockdown becomes very powerful.

Most notable uses are in okizeme with setups. While 2S is genuinely a better starter in a large number of ways, Haircar deals with backdashes, certain reversals, wakeup throws and throw Option Selects on top of its synergy with TK Moon, so as an oki tool it is still invaluable. Besides being a strong meaty, Haircar is often seen as an ender after S Pin to secure stronger knockdown situations and a bit of extra damage in the corner, or to retrieve pin miscreen.

In certain strings, it works as a frametrap with decent reward to catch jumping, backdashing, or abare An attack during the opponent's pressure, intended to interrupt it.. Its unusual displacement of Millia's hurtbox and quick hitbox extension can also be a risky but rewarding footsies option.

On block, depending on the range Millia ends up at and the opponent's options, this move can be anywhere between a full counterhit punish, or genuinely unpunishable. Despite the risks, Haircar can make for a surprisingly effective tool in certain matchups, such as against characters that rely on backdashing and have limited options to punish it on block ( namely Potemkin and Slayer).

Silent Force

j.214S/H

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

Commonly referred to as “pin” or “hairpin,” Silent Force is Millia’s answer to ground options that she normally would struggle against. A fullscreen diagonal projectile, but with a caveat: once thrown, she has to pick it up again before re-use. The pin itself can be picked up by crouching on top of it or by RollingGGXRD Millia ForwardRoll.pngGuardStartupRecoveryTotal: 28Advantage- over it. It can't be picked up while being hit or blocking.

Pin is an excellent neutral tool both for baiting anti airs or making air approaches safe. With low recovery and a stagger on counterhit, Pin is rewarding on any hit or block. While it's already very threatening by itself, Pin > YRC is pretty much a guaranteed way to start offense from very far. Its strong knockdown makes it especially risky to jump against it, as the opponent risks getting sent straight into Millia's oki on hit.

Pin is also her main air combo ender; it knocks down at just about any height she usually reaches. The fast startup means it combos from almost any air normal - both versions allow for combos afterwards.


S Silent Force

S Pin has no effect on momentum, so it will usually have Millia land way before the opponent. Very strong for baiting out anti airs or approaching, as she can launch an attack and begin grounded pressure or combos right after throwing the hairpin.

In combos, Iron SaviorGGXRD Millia IronSavior.pngGuardLowStartup17Recovery18+landing 8Advantage-13 or 5H > Lust Shaker are often used as followups to increase damage and keep the knockdown, however she can extend into a relaunch using 2H or 6H as well, which gives up the meterless knockdown most of the time.

This pin variation is used to score Millia's strongest setups with Secret GardenGGXRD Millia SecretGarden.pngGuardAllStartup77RecoveryTotal 74Advantage-, making it especially preferred in the corner. It can also be used as a pressure reset after 6H > Jump cancel, should the opponent not react and retaliate in time.


H Silent Force

The H version is a bit more specific and is usually used for its extra evasive properties. Due to the upwards movement, it can avoid even bigger anti airs, make approaches less predictable, and secure a knockdown in combos where S pin would not reach, which can turn basically any airborne hit into oki. The adverse effect of this is the worse knockdown, which limits Millia to weaker setups outside of the corner. Can still be followed up by a falling j.D, or quick ground normals, but again this can lead to the loss of okizeme.

  • Has a slightly longer total recovery time than the S version

Forward Roll

214K

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
214K Total: 28 4-15 really low profile
16-24 above knees
Roll > K Total 18 4~11F really low profile
12~18F above knees
Roll > S 18×4 All 17 1(3)1(3)1(3)1 7 +6
Roll > H 45 Mid 8 4 26 -11
Roll > D 23 High 25 4 20 -10 7~11F Low profile
12~14F Above Knees

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 other slow standing pokes. However, Roll has no invul and can be thrown, limiting its usage as a crossup.

Roll can be followed up with K, S, H, and D.

  • Roll can be used to pick up the dagger/pin from Silent Force. This does not change the functionality of Roll, which means she has all her normal options afterwards. Very handy when applying okizeme or during a blockstring.

Roll K will simply perform the move again, crossing up a second time if Millia is close enough. This is often used for tick throws, though use these sparingly if the opponent shows their ability to counter them consistently. Also has some niche use as a double crossup in conjunction with disc or garden, though often not useful.


Roll S performs the motion input version of Lust Shaker. Closing the gap and providing plus frames gives Millia a good opportunity to reset pressure, which is really strong due to her mixup game. Usually used by conditioning the opponent against jumping/mashing or Blitzing via Iron SaviorGGXRD Millia IronSavior.pngGuardLowStartup17Recovery18+landing 8Advantage-13 and DigitalisGGXRD Millia Digitalis.pngGuardMidStartup8Recovery26Advantage-11, then claiming a pressure reset once the opponent is respecting her options.


Roll D simply performs 5D after roll. Mainly useful to bait attacks looking to stuff Millia's other options from roll, and get high reward doing so. The overhead property is nice but most opponents will be standing to block attacks after roll anyway.


Roll > H is the only roll follow-up that is an entirely unique move, Digitalis. Digitalis is mostly used as a knockdown tool against crouching opponents, comboing from 5H at any range, but it can also be used as a risky frame trap from lvl 4 moves. On hit, Millia is plus enough to get a safejump with IAD j.Pw > AD j.S/j.H. Another common pressure reset is 5H > Roll > Digitalis > RRC, albeit risky when the opponent can IB 5H, or Blitz after it (before Digitalis).

Massively rewarding on counterhit with a wall slide into a full combo, which is not impractical to get considering Roll's amazing low profile qualities, thus Digitalis is a strong, if risky, preemptive whiff punish tool. Surprisingly effective as an anti-air.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
214K
Roll > K
Roll > S 2 10 7
Roll > H Initial: 75% 4 20 5
Roll > D Initial: 80% 2 10 20

214K:

  • Can cancel into Lust Shaker, Digitalis, and Dust from 12~20F
  • Can be canceled into Roll Again from 18~20F
  • Can be canceled into all other attacks from 25F onward(except throw)

Roll > K: Roll > S: Roll > H: Roll > D:

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
8 after landing

Millia's command fast fall that alters her trajectory in the air, as she dives down in a 45 degree angle after a short halt midair.Another tool to make Millia's airgame stronger and more unpredictable.

Great for escaping situations where Millia is out of air options and the opponent is below her, where Silent Force won't reach - as long as the opponent doesn't interrupt the jump, Turbo Fall can make escaping the corner trivial. Keep in mind that the move has no active hitboxes and is throwable, so a well-placed j.H Throw Option Select can interrupt it.

Has some uses as a mixup tool thanks to its ability to cross through the opponent, as Disc can mostly conceal a TK Turbo Fall (j.2369K) startup, which makes for a sneaky crossup that can beat low attack and throw attempts.

This move is also a very strong option in conjuction with YRC. The slowdown gives the opponent more time to react but makes the move effectively faster, so in most cases, they have to defend against whatever mixup is coming. Specifically potent after the opponent's burst, as it basically secures Millia's turn back, especially if they're cornered.

Lust Shaker

214S or SSSS....

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
214S 18×4 All 17 1(3)1(3)1(3)1 7 +6
SSSS 15xN All 10 {1(3)}×N 7 +6

Lust Shaker is one of Millia's only two grounded plus moves, serving as a strong pressure option with some uses in combos.

It is a strong tool against defensive opponents, since a pressure reset for Millia means another mixup. It gives Millia a way to check how her opponent is reacting to her offense and adjust accordingly. The chip damage is also situationally good, and it drains a lot of meter if the opponent FDs.

Lust Shaker is also a useful combo tool. It’s plus enough on hit to link into 5K up close and f.S farther away, which can lead to crouch confirms with Digitalis, or full conversions with Emerald Rain. At 3 hits of Shaker, leads to a knockdown long enough to set up Disc, which is most commonly seen after H Pin knockdowns to optimize the knockdown situation. With RRC, it can turn what would be an airtech situation after Bad Moon into a hard knockdown.


214S

The special move input version has longer startup and no variability in its duration/hits, so is only really preferable in situations where the mashed version is not available at all (however that ends up being most situations).

Interestingly, Counter Hit 6H(1) > 214K > S is a true combo she can link out of, so seeing as most people will be blocking after 6H(1) waiting for the second hit or a cancel to Haircar, this option gives Millia gets more options to her 6H pressure.


SSSS

The mashed version is less applicable due to the restrictive input, but has its uses in the same realm as motion Shaker, with some unique uses in combos. SSSS is a great guts crush tool after Winger, or S Pin which are both combo enders that allow the mashing input to be buffered. It can also combo after 2D if cancelled fast enough or buffered. This is technically optimal for some confirms, but is rarely seen for obvious reasons.

Secret Garden

214H > Direction + 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
30×1~5 All 77 18 Total 74

Secret Garden creates an orb above Millia's head that will move forward once and then in the inputted directions. The orb can be given commands by inputting a direction + H up to 4 times (ex. 3H > 4H > 6H > 4H) during the move's startup before it gets going and performs the inputs issued. Once it's started, the Orb remains active even if Millia is hit.

Garden Oki is Millia's strongest. Up to 5 hits, in a unique pattern the opponent won't know, which means mixup after mixup afer mixup of any kind; high/low, strike/throw, potentially left/right in rare situations, its all on the table. While situational due to long startup, it's Millia's trump card during corner oki, where combos to set up Garden are abundant. These setups can vary based on character, and can range from simple and easy to niche, execution-heavy, and complex, however the reward pretty much always lines up with the requirement. With proper dedication Millia can make unlikely openings into a nightmare for the opponent.

Most common setups will use S pin while falling from a double jump combo, as this is the most advantageous knockdown Millia has, and just about every true setup is exclusive to the corner. How much advantage it actually gives depends on character wakeup times, and the optimization of the combo itself, so it can be much rarer to see in certain matchups, such as against Venom.

Less common setups include cancels from 6H or 2D. In just about every setup that doesnt use meter, Millia will be forced to use a meaty normal, opening her up to reversals and Blitz, but so long as the Orb comes through it restricts the opponent from pushing an advantage from most defensive options, and often still gives Millia her turn. Dead Angle Attacks can be even punished ON HIT in some scenarios.

People will often fuzzy jump or mash to call out less powerful setups, but with the control over the orb, Millia can always account for this, on top of the fact that in many cases orb can still bail her out of a combo. The extra amount of hits will require some adjustment to following combos, especially when using the Car/Moon 50/50.

Overdrives

Winger

2141236H or 2141236D

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, 25×4, 80
[50, 31×4, 100]
Mid×5, High 5+1 10(10)15 30 -22 1~7F Full
8F onwards Upper Body

Millia’s reversal super. It has decent damage, leads to a combo, and is quick to start up; but, its invulnerable frames are short, it leaves her point blank next to the opponent almost every time, and its hitbox is also rough. These factors make it an risky defensive option.

The more common usage of this move is as a combo ender after Silent Force. The tumble it puts the opponent into can lead to great oki as it allows Millia to chose between any knockdown tool she has access to, or provides good situation for getting through guts and high scaling to finish a round by doing Lust Shaker, then runup OTG 2K 5KKK... This move is also one of her avenues into comboing into Gold IK when cornering the opponent with sufficient meter.

  • The downwards hit is an overhead, have fun knowledge-checking people
  • Winger is Counter Hit recovery after the initial rising animation and then has normal recovery after the dive.

Emerald Rain

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
36×3 All 4+1 Total: 74 -3 4F Strike

Throws three discs, roughly the size of tandem top, across the screen. All 3 hits launch and wallbounce, leading to a combo on hit, but leave Millia safe on block. All hits knock the opponent down even after the wallbounce.

Amazing conversion super. Millia struggles to combo from her longer range grounded hits in general and this Overdrive does wonders for her in that regard in a manner similar to RRC, being slightly more restrictive but noticably more rewarding. Most often seen after a confirm into 5H, and is more consistent on a crouching opponent. Millia can also throw out a poke and buffer the super in situations assuming it might hit, or simply raw confirm from some of them, like 2D.

It can be somewhat inconsistent - the discs sometimes don't fully connect, which results in a reset to neutral if the discs hit OTG, or sometimes minor frame advantage at midscreen~3/4 screen range. If the opponent is light enough, at a certain height the discs can also partially whiff in the corner, which leaves Millia in a discless oki situation.

Emerald Rain is fast enough to combo from throw, and naturally leads to a full combo. The damage is nothing incredible, but the stronger oki and corner carry can make this a worthwile use of meter, especially in closing out rounds.

  • Can trade quite favorably as any of the hits knock down
  • Can be done after a Silent Force knockdown to get more corner carry out of a combo
  • Wallbounces when against the side of the screen or corner, which leads to 4-way setups in the corner.

Chroming Rose

214214S

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
214214S 23+0 4~10F Feet
Rose 16 All 31 40

Install super which causes Millia's movement and special moves to leave a trail of roses that become active as damaging projectiles after a short delay. Many of her moves which do not lead to a combo without a disc can be converted with roses, especially in the corner. All roses disappear if Millia is hit. Additionally, it speeds up the startup and general movement speed of certain moves.

While it can make for certain tricky situations and improves Millia's conversions from some of her moves, this super is seldom used as Millia's other uses of Tension are so good that it's hard to justify taking a gamble on hitting someone with this and being at a gigantic disadvantage if it backfires.

Despite clear intentions, many of the moves it's supposed to make safe can still be counterhit before the rose pops (notably TK Moon and Haircar can often just be stuffed between the two hits by body invulnerable or fast, far-reaching moves, even in the corner). Most of the time, roses left by forward runs and airdashes won't be in a position to hit and Turbo Fall can be abare'd with little risk. Roll is fine, but Millia gets a safe crossup for 50 tension using RRC anyway, and is still throwable and mashable.

Backdash, Throw and DigitalisGGXRD Millia Digitalis.pngGuardMidStartup8Recovery26Advantage-11 are the moves it meaningfully upgrades - throw now leads to corner carry and stronger setups and Digitalis becomes safe on block. Even so, Emerald Rain already allows for throw combos on the entire cast at the same cost and no setup required. Backdash leaves a rose to cover her retreat, and while good, Millia's backdash is already strong as it is.

Arguably, the strongest benefit of Chroming Rose is access to burst safe combos that burn through scaling and guts, though very situational. In combos, the roses highly scale damage and can even interfere with certain j.D > IAD combos, as airdashes leave roses that can knock the opponent out of a string. The increased hit count also gives the opponent more burst gauge. It can also serve to secure knockdowns from a midscreen Bad Moon ender, however that's already possible with RRC and also more likely to happen from meter during combos.

  • Is one of the few overdrives that inflict a meter penalty.
  • Millia spawns roses on the following moves:
    • Iron Savior
    • Bad Moon (high version has stronger hitbox and faster startup).
    • Throw
    • Roll (only 214K and not K followup.
    • Digitalis
    • Turbo Fall (also descends faster and has faster startup).
    • Airdash
    • Backdash
    • Run, including the run animation during 5D[6].
  • Roses lock out the opponent's Burst usage on hit, due to being an Overdrive.

Instant Kill

Iron Maiden

During IK Mode: 236236H

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