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Standard ground confirm into knockdown. Starts up your okizeme midscreen. | Standard ground confirm into knockdown. Starts up your okizeme midscreen. | ||
hey these combos dont really work in +R because j.D has different properties | |||
'''Air Combos''':These work anywhere on the screen. | '''Air Combos''':These work anywhere on the screen. | ||
Revision as of 02:41, 6 March 2015
Millia Rage |
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Defense Modifier: x 1.21
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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.
- Strengths
- Excellent high/low mixup options, Amazing Oki and cover options: Tandem Top and Secret Garden, 2nd in movement speed only to Chipp, Quick backdash, Great aerial options including 2 airdashes, pin, and fastfall.
- Weaknesses
- Takes hits like wet paper, No reliable reversal options, Low damage output, No knockdown from maximum poking range, Generally weak normals.
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.
Normals
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6K |
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6H |
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5D |
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Dead Angle Attack |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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j.2H |
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Throws
Ground Throw |
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Air Throw |
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Specials
Lust Shaker 214S, SxN |
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Tandem Top 236S/H |
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Bad Moon j.236P |
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Turbo Fall j.236K |
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Forward Roll 214K |
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Iron Savior 214P |
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Silent Force j.214K/S/H |
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Secret Garden 214H > Direction + H |
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Force Breaks
FB Pretty Maze 236D |
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Aerial FB Pretty Maze j.236D |
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FB Secret Garden j.214D |
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Longinus 214D during Lust Shaker |
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Overdrives
Winger 2141236H, air OK |
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Emerald Rain 236236S |
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Instant Kill
Iron Maiden 236236H |
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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.
Air movement options you have:
-1 Jump Two Airdashes
-2 Jumps One Airdash.
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.
Combos
2k 5s 5h 2d 214k 236h
Standard ground confirm into knockdown. Starts up your okizeme midscreen. hey these combos dont really work in +R because j.D has different properties 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
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •