GGAC/Millia Rage

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File:Mi.jpg
Millia Rage

Overview

Millia is a very versatile character with arguably one of the best okizeme and mixups in the game with her tandem top and secret garden mixups. She is the 2nd fastest character in the game below chipp except with 2 airdashes and turbofall which allows her to alter her trajectory in the air. These options also make it difficult for the opponent to anti-air her. On top of that, she also has silent force which makes it difficult for opponents to anti-air her or approach her. This projectile is what helps her get in and start her oppressive rushdown and keeps the opponent guessing in neutral.

Despite being the 2nd fastest character, she also has the 2nd worst defense and will take heavy damage. She also lacks a reliable reversal out of pressure, so you will need to rely on Instant blocking, Dead Angle, or backdash to get out of pressure. You will need to move around constantly and avoid getting hit while fishing for hits to get a knockdown. You will need to rushdown intuitively also manage your pin and movement.

Guts Rating: 3
Defense Modifier: x1.21
Stun Resistance: 55
Strengths:
-50/50 high/low mixups with tandem top/secret garden

-Hard to see throw

-2nd fastest character in the game.

-Silent force is a very versatile projectile to help her rushdown and get in.

-Difficult to Anti-Air with 2 Airdashes, Pin, and Turbofall.

-Fast backdash.

Weaknesses:
-2nd worst defense in the game.

-No reliable reversal to get out of pressure.

-can't confirm into knockdown from poking at max range.

Movement Options: 1 Double Jump/ 2Air Dashes, Run-Type Dash

Move List

Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • F: can block while in the air only with Faultless Defense
  • All: can be blocked however
  • All attacks can be blocked with aerial Faultless Defense unless stated otherwise.

Normal Moves

5P

Template:AttackData-GG Millia Jabs with her hair. Jump-cancellable on hit or block. One of her anti-airs even though it is not as abusive as it was in the previous incarnation. You can use it to stop jump outs or check your opponents jump. Safer than 6p on whiff. 5p is also a part of her burst baiting for it's recovery with 2p5p after throw or 5pp. Can also be gattled into from 2s. Will whiff on crouching opponents


5K

Template:AttackData-GG A kick upward. Primarily used for pressure for 2k5k2k string. This also gatling's into 6k and 2s for a high/low. Also jump cancellable if blocked.



c.S

Template:AttackData-GG Situational anti-air to use if you are under your opponent as it goes straight, can help stop jump out in corners.


f.S

Template:AttackData-GG Millia's prime ground to ground poke. Gatling's into 5h which goes to 2d. Doesn't confirm into knockdown at far range or launch, but can go into emerald rain.



5H

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Slightly faster than f.S, but mostly combo filler.


6P

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One of her main anti-airs with upper body invulnerability with a good sized hitbox. Staggers on counter-hit on ground making it not bad for ground to ground. Horrible on whiff so be careful if opponent still has double-jump or movement options.



6K

Template:AttackData-GG One of your main overheads that plays a part in your mixup and it is low-invulnerable. If blocked you can still continue pressure on your opponents for another chance to open your opponent up.



6H

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Has slow-startup and bad on whiff. Knocks opponent down on hit and special cancellable. No gatling options. Can stop jumpouts but mainly used to score a knockdown from corner carry combos.



5D

Template:AttackData-GG Universal overhead. Rarely used as an overhead option.


Dead Angle Attack

Template:AttackData-GG



2P

Template:AttackData-GG Shorter range than 2k. Hits mid and is primarily used after throw for burst baiting.



2K

Template:AttackData-GG Primary pressure starter and hits low. Good for frame trapping and tick throwing. Not jump-cancellable on block or hit. but it is special-cancellable on block.



2S

Template:AttackData-GG Low hit and has better proration than 2k but starts up slower. Can be used as part of high/low mixup pressure.


2H

Template:AttackData-GG Your primary launcher for combos. It also has uses as an anti-air but situational for it's slow startup. Has a good amount of untechable time on counter-hit.



2D

Template:AttackData-GG Another main ground to ground move besides 2k because of it's long range to fish for knockdowns and whiff punishes. cancel into roll then H tandem top to start your mixup game.


j.P

Template:AttackData-GG Very fast air-normal but short range. Useful in air-air and air-ground, but primarily for ground-air. Go into j.k for pressure on block.


j.K

Template:AttackData-GG Useful for catching opponents above you. It is also part of your air combos to go to as this confirms into j.d and j.s. Also serves a purpose with mixups and fuzzy guards.


j.S

Template:AttackData-GG Your main air to ground move and combo filler. Air dash cancelable on block allowing you to do airdash mixups.



j.H

Template:AttackData-GG Solid air to air and good amount of untech time. Shorter range than j.D which doesn't make it your go to air to air. If the opponent is close to where they can beat your j.D, j.H is a better choice.



j.D

Template:AttackData-GG Your go to Air to air from far distances. Air dash cancelable makes it used for combos too. Untechable knockdown on counter-hit far away allowing secret garden from fullscreen or disc when close to the opponent. Horrible air-ground move for many characters can run under this move and punish it's recovery.


Throws

Throw

Template:AttackData-GG Very important to your mixup game. The throw range is short, but her dash speed makes up for the range making this hard to see coming. Usually used after 214k. Dash and combo into 2p5p or f.S 2h when landed.



Air Throw

Template:AttackData-GG Sends opponent flying away. Fullscreen gives you a secret garden setup allowing you to rushdown safely. If you airthrow opponent near corner, you can dash up and do H tandem top.



Special Moves

Lust Shaker (214S OR just mash S)

Template:AttackData-GG Good for frame trap pressure on the ground being +5. On hit or block you can cancel into 214k to roll and go for a tick throw or 214p to go low. Accidental inputs such as mashing S will cause this move to come out so be careful.



Tandem Top (236S/H)
Tandem Top
S version (236S)
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H version (236H)
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236S: Has an FRC point in 3-4 Frames making it viable for ground pressure. Corner hit will let you link 5p into combo.

236H: Longer startup but longer active frames too. This is your primary staple for your mixups. You will be using this mainly for your non-meaty setups to mask your High/Low mixups. FRC timing in 20-21 frames which isn't used often because of 236D, but it still is applicable in matchups such as Baiken.



Bad Moon (j.236P)

Template:AttackData-GG A combo ender in the corner for extra damage which yields a knockdown at a low height. You won't be using this by throwing it out randomly. However, this is your main high mixup when TK'd (2369P). It becomes a 16F overhead that is fast. Very punishable on block so don't throw this out too often on neutral.



Turbo Fall (j.236K)

Template:AttackData-GG Her command fastfall which lets Millia alter her trajectory in the air making it hard to anti-air her. Millia dives down in a 45 degree angle. Can also be used for mixups which will be explained below.


Forward Roll (214K)

Template:AttackData-GG A roll that shrinks her hitbox and go under some attacks. Used mainly in pressure and tick throw setup. It is not throw-invincible though and can be punished on reaction if too predictable.


Iron Savior (214P)

Template:AttackData-GG Haircar that hits low. The startup looks identical to going into a TK badmoon, so it looks like an overhead but she goes low. Your main low mixup choice. Avoid using this from fullscreen as it is punishable.


Silent Force (j.214S/H)
Silent Force
S version (j.214S)
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H version (j.214H)
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j.214s: This is your primary staple projectile and extremely crucial to your neutral game. Allows you to control the pace of the matchup as opponents will have to take in mind when you have it. Fish for counter-hits with this to force your way in. If they block it, you will be able to continue pressure on your opponent. This also serves as a crucial ender to her air combos j.214s land 6h allowing you to score an untechable knockdown. To pick up the pin on the floor, walk up to it and crouch.

j.214h: Has slightly slower startup, but gives you an extra bost before throwing. Good for positioning in the air if the opponent is catching on to the angle you are throwing j.214s at.



Secret Garden (214H > Direction + H)

Template:AttackData-GG After inputting the special notation, you're allowed up to 5 directional inputs. Summons a bubble out that will go the direction you input it after the notation. Best places to use would be fullscreen and far from your opponent. Great for mixups and covering your rushdown when trying to get in, but slow startup.


Force Breaks

Pretty Maze (236D)

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Your staple force break for mixups. Pretty Maze will floats on hit giving you the opportunity to launch the opponent up and combo again resetting the situation. It has longer active frames than H tandem top allowing to have more options for mixups. If they block the first you can do another one. On top of that, even if Millia gets hit the disc will still come out regardless.


Aerial Pretty Maze (j.236D)

Template:AttackData-GG
Summons a disc in the air, alters her trajectory a bit and can be used for crossups.


Longinus (214D during Lust Shaker)

Template:AttackData-GG
Follow up after lust shaker, causes opponent to slide on hit. You can only combo the opponent in corner.


Overdrives

Winger (214236H)

Template:AttackData-GG Her only reversal move that has invincible startup. Has an FRC point to make it safe, but it is not advised to rely on this to get out of pressure all the time.


Emerald Rain (236236S)

Template:AttackData-GG Throws 3 big discs. Hitconfirms from any poke. The last disc causes wallbounce.


Instant Kill

Iron Maiden (236236H)

Template:AttackData-GG Only good thing is that it tracks, but still not worth using.


Strategy

Your goal is to fish for a hit and convert that into a knockdown and plant H Tandem Top/Pretty Maze to run your okizeme. The movement options you have with 2 air dashes lets you maneuver around the air freely along with 2 jumps and an air dash. Your dash also gives a low-profile letting you avoid some character's moves such as Johnny's Mid Mist Finer. Silent force is your best friend when approaching in the air. With Silent Force in hand, the opponent has to keep in mind that you have it, and they cannot anti-air you for free. Once you are able to score a hit into knockdown, throw out H Tandem Top/Pretty Maze and do a high/low of choice. If they guess wrong, you can set up another situation.


Offense

You have Silent Force to approach in the air as mentioned above. This is your key to approaching and getting in. You also want to use your movement options and j.236k to bait your opponent out. When approaching from ground, you have your low-profile dash. 2k, f.S, 2d are your main ground normals to use. Space with the tip of 2d to get your knockdown. Secret Garden can also assist you in covering your rushdown but keep in mind where you are to because you will get punished if you are too close to the opponent. Characters such as Slayer can get a free punish with Dead on Time and Big Bang Upper which can kill you so be careful.


Okizeme

Midscreen/Corner H-Tandem Top/Pretty Maze


High:

6k

TK Bad moon

Iron Savior FRC j.K: After doing the Iron Savior FRC, immediately do j.k giving you an instant overhead!


Low:

2k

2s

Iron Savior (214P)

TK Turbofall land 2k: Fake overhead into a low also can crossup the opponent.


Corner only H-Tandem/Pretty Maze

High:

IAD j.S airdash j.K j.S: High IAD Fuzzy guard mixup. You can substitute the j.K with j.S.

IAD falling airdash j.S: After the first IAD do an airdash close to the ground and press j.S


Low:

IAD j.S airdash land 2k/throw: Low variant of the airdash mixup. Throw can also be used.

IAD land 2k


Blockstrings:

2k 5k- Standard string, with 5k special jump cancelable, you can IAD over your opponent, tk badmoon, or gatling into 6k. You can also cancel into lust shaker for a frame trap.

2k 5k 2k-Basic blockstring, can do tick throw, roll, or continue pressure

2k 5k 2s 5p- Reverse gatling string. Dash up pressure or throw if the opponent respects this. If not, do 2d to catch them sweeping. 6h in the corner to catch jumpouts.

Defense

Millia has no reliable reversal out, so you need to rely on Instant Blocking and your Dead Angle. Your throw can help from time to time for it's range. You can also throw out Pretty Maze too if the opponent is charging recklessly. These are not the best options to depend on, so use them sparingly.

Gatling Chart

Frame Data and Gatling Chart

Combos

2k 5s 5h 2d 214k 236h

Standard ground confirm into knockdown. Starts up your okizeme midscreen.

Air Combos:These work anywhere on the screen.


2H j.K j.D airdash j.K j.D airdash j.D j.214S land 6H Basic Air combo which works on everyone except Johnny.


2H j.K j.S j.H airdash j.D airdash j.H/j.D j.214S land 6H Johnny variant but works on everyone. Delay the j.D a bit so that you are below the opponent.


2H j.K j.D airdash j.S j.H land j.K j.D airdash j.K j.D airdash j.D j.214S land 6H. Relaunch combo giving full corner carry. Timing is character specific and will not work on Johnny.


Throw dash f.S 2H j.D airdash j.K j.D airdash j.D j.214S land 6H Basic throw combo which works on everyone but Johnny. Immediately dash after the throw to hit confirm the f.S


Throw dash 2P 5P j.K j.D airdash j.K j.D airdash j.D j.214S land 6H Burst-safe version of the above combo.


Throw dash f.S 2H j.S j.H airdash j.D airdash j.H/j.D j.214s land 6H Johnny Variant for the throw combo



Anti-Air 6P 2H and 236H/D launch

Works from Anti-Air 6P confirms. Also for maximizing off a successful okizeme from 236H/D. You can omit the 6P from launch from 236H/D hit. All of these work on everyone but Johnny.


6P 2H j.H airdash j.D airdash j.S j.H land j.K j.D airdash j.K j.D airdash j.D j.214s land 6h Most damaging combo you have off an Anti-Air/236H/D confirm. Timing is also character specific like the above relaunch.


6P 2H j.K j.D airdash j.D airdash j.S j.H land j.K j.D airdash j.K j.D airdash j.D j.214s land 6H Easier than the above but does a bit less damage.


6P 2H j.7D airdash j.K j.D airdash j.D j.214S land 6h Easiest confirm out of the 3. Jump back so that you have room to airdash and link the j.K j.D. Delay the first airdash slightly after the first j.D.

Matchups

Alternate Color Chart

P K S H D
AC
EX
Slash
#R

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