GGACR/Millia Rage/Starter

From Dustloop Wiki


This page is still under construction. Significant content may be missing.

Your Neutral Toolkit

Ground Neutral
These three buttons allow Millia to control the ground effectively. 2K and f.S can be used while dashing to aggressively take the space in front of you, or quickly beat out other options due to their speed. They generally aren't very rewarding at the very tip of their range, but if you're close enough, you can route into 2H for a combo or 2D for a knockdown. 2D is slower, but much larger, allowing you to secure ranged knockdowns. The oki situation after ranged 2D isn't perfect, but it's common and worth learning.
Air Neutral
Millia's air movement is complemented well by her great air normals. As a basic rule, use j.P when they're close, j.S when you're jumping in, and j.D when they're far away. If you're IADing in, j.P and j.S are strong options for controlling space while moving. j.K sometimes comes in handy due to its speed, and j.H is an occasional air-to-air for ranges where you're too close for j.D but too far for other options.
Anti-Airs
Millia's 6P is incredible. It's fast, it has a long period of upper-body invulnerability, and it's rewarding on hit. Use it a lot. j.K is a very fast air-to-air designed for hitting opponents above you. It can cover angles grounded anti-airs can't, and can lead to a knockdown into oki on hit depending on your resources. c.S is only useful if your opponent is directly above you, but in those situations, it comes in handy.

Combos

Get Them In The Air

Millia's combos rely heavily on launching opponents into the air. Her most common way to do this off ground-to-ground hits is 2H, a jump-cancellable launcher, so combo into that if you're close enough. Millia can also convert into knockdown combos from most air-to-airs and her throw.

Starter > c.S(1) or f.S > 5H > 2D > Forward Roll > H Tandem Top is a good ground gatling to fall back on if you aren't close enough to land 2H.

If you've got them in the air, you want to find a way to route into Stuff > j.H > airdash > j.2H > H Tandem Top in order to pull them back to the ground, secure a combo, and begin your oki.

These combos work because j.H is airdash cancellable, allowing Millia to carry opponents to the corner and string air normals together in unique ways. In addition, Millia's combos are height-dependent; j.2H will knock down if the opponent is close enough to the ground, but if you're too high up, the opponent can tech. If you think your opponent might be too high up to be knocked down, cancel into Bad Moon. It leads to worse oki, but it's consistent.

You can route into 2H off any ground normal aside from 5H, 6H, or D normals. In addition, most air normals can gatling into a combo to j.H somehow, so experiment with what kinds of combos you can get off certain hits.

What to do after a knockdown

An important part of playing Millia is knowing what setup you get off a knockdown. Off some knockdowns, like weird neutral confirms into Bad Moon, all you can get is a meaty normal. Off cleaner hits, however, you can use H Tandem Top and run the okizeme described below. Don't overextend, but don't underextend, either.
Disc Oki 101

In general, oki after using H Tandem Top (henceforth "disc") will look like this:

The first layer of oki after disc is to either run a mixup, bait defensive options, or some combination of the two. For example, a safe option to check reversals from your opponent, as well as a low-risk low mixup option, is meatying with 2K. You can use 2K once, then block and wait for disc to hit the opponent. If they used a reversal on wakeup, you can block in time, wait for disc to hit them, and get a confirm. If they blocked high in anticipation of an overhead, 2K > disc will combo, and you can once again get a confirm. If they blocked low, disc will give you a lot of plus frames, allowing you to re-establish pressure and run a normal blockstring.

Millia has a variety of mixup options on okizeme, all of which carry varying amounts of risk, beat different defensive options, and have different reward. While a safe, low-risk option like 2K may lead to a less damaging combo, a riskier low mixup that cannot beat as many defensive options, such as 2D, could boast greater reward on hit in the same situation. Mix up your options based on what you think your opponent expects, how much of a risk you're willing to take, and the opponent's defensive habits.

Navigation

Systems Pages