Millia is a radically different character in Missing Link, missing many moves that normally define her playstyle. Instead, she's a hit and run style zoner, primarily using her projectiles Living Lancer, Tandem Top, and Iron Maiden to noncommittally zone out opponents. If this were all that was strong about her then she'd be an excellent character already, but it doesn't stop there. She has one of the best sets of normals in the game, with her disjointed f.S, ginormous j.S, and two of the best anti-airs in the entire game with 6P and 2H. Furthermore, her mixup game isn't lacking either with a 5H overhead that leads to infinites, unreactable left rights using Living Lancer, and a 3F IK with an absurd amount of active frames. Add in her excellent movement with excellent ground speeds and two airdashes and you get a character who's near impossible for most of the cast to fight in the neutral game. She has a small chink in her armor, that being weak guard cancel options, but for that to even matter the opponent needs to get her on the defensive. This marks the beginning of Millia's long legacy of top tier placements throughout the series.
Millia zones opponents using strong projectiles and movement options.
- Desperation Abuse: Millia is THE best character at abusing infinite supers in the game. Iron Maiden spam is extremely difficult for most characters to contest and does a huge amount of damage even on block. Killing Millia without letting her get into Desperation is almost necessary.
- Oppressive Zoning: Millia's Living Lancer is easily one of if not the best projectile in the game. Add in Tandem Top and Iron Maiden and she becomes near unapproachable.
- Flexible Movement Options: Having 2 full airdashes, a fast walk and dash, and Forward Roll, Millia is highly mobile.
- Strong Normals: Many of Millia's normals are not only fast but also long range and disjointed, notable examples being her f.S and j.S. On top of that she has one of the better IKs in the game with a 3F startup.
- Powerful Anti-Airs: In a game where few characters have good anti-air options, Millia has her 6P, an absurdly active upwards punch, and 2H, a fast and ridiculously disjointed upwards swipe. Both of these are air unblockable too.
- Solid Mixups: While not on the same level as her later iterations, Millia can mixup with her 5H overhead, many lows, j.H instant overhead, Living Lancer left rights, tick throws, and incredible IK to force the opponent to open up.
- Difficult CC Infinite: Millia's CC infinite has a lot less range than other characters' infinites. While it is possible to convert into it from longer ranges, it requires an incredibly difficult combo route that is easily dropped. Alternative infinites suffer from the same issues or are situational.
- Weak Guard Cancels: None of Millia's specials are particularly good for guard cancels, and even her best option, Forward Roll, can be punished if read by the opponent or when used poorly.
- A quantification of how a character's health bar is reduced when they are hit.
- The act of defending against incoming attacks. Guarding either negates the damage from an attack entirely or reduces it to minor chip damage.
- Guarded against while crouching
- Guarded against in either the crouching or standing state, but not while airborne
- Guarded against in the standing state
- Guarded against while crouching, standing, or while airborne
- Cannot be guarded against, but only applies to grounded opponents
- Cannot be guarded against
- The time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame.
- The active frames of an attack refers to the amount of time an attack can hit the opponent.
- The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking.
- A measure of frame advantage when the opponent blocks an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- A measure of frame advantage when the opponent is hit by an attack. Positive values indicate that the attacker can act first. Negative values indicate that the defender can act first.
- Short for InvulnerabilityA state where a character cannot be hit. A common component of reversal moves.
Fast and ridiculously active anti-air. Still has active frames while she appears to be in recovery. Launches opponents high up even on grounded hit, allowing it to be immediately teched, albeit in a disadvantageous position Disjointed enough that even against the more absurd jump ins like Ky j.S, it'll clash at worst. When jump canceled it can combo into her air buttons thanks to how absurdly fast they are, even if the opponent techs.
- Air unblockable
Incredibly fast and disjointed normal that works primarily as an incredible anti-air. It'll beat everything but the most disjointed aerials. It's her main CC infinite combo tool as it's fast while inflicting high hitstun, but it's lack of range makes hers a bit more challenging. Additionally, it's a 4F button making it her fastest normal, giving it occasional use for abare. Anti-air hitbox comes out frame 8.
- Air unblockable
Millia's best air normal and one of the best in the game. Gigantic disjointed air normal that's great at both landing and air to air. It's so disjointed in fact that there's no anti-air it can't clash with if timed right. For some bizarre reason it's first two frames have a tiny hitbox. This is more useful than it initially seems as it makes j.S impossible to beat in a clash as well as give it use as a reaction air to air, although j.H is better in that respect. Overall though, there's almost never a bad time to be using j.S. Can IOH a few chars but stick to j.H for that.
- Main hitbox comes out frame 8
- Both the small hitbox and the big one can hit on grounded opponents, but only one will hit air opponents.
Instant downward angled aerial with no recovery, yet still niche in use compared to j.S. Does have a hitbox for the entire duration but it's small enough that Millia is still open to anti-airs. Hurting it further is that it has consistency issues comboing into itself, often dropping partway through. It's primary uses come in using it as a reaction air to air should the opponent try to meet her there, and more importantly as an IOH. Since it's so fast and has a decent angle it can hit some characters crouching when done as early as possible from a jump. This makes it a solid mixup tool in the matchups where it works.
Can be used against the following characters when crouching:
|FATAL||All||3||6||7||N/A||N/A||Above Knees 1~3,5~8|
|Living Lancer Lv1||14||All||30||none|
|Living Lancer Lv2||22||All||29||none|
|Living Lancer Lv3||33||All||28||none|
A slow-to-start projectile that pollutes the screen once established, and can be special canceled at any point in its animation for safety.
The projectile will go about half of the screen before stopping and staying in place. It will spin and linger as an active hitbox for a little while before disappearing, from which you can launch it again using Hungry Bee. This move is key to Millia's gameplan and can be very oppressive. At any point during the move, it can be special canceled, most often with a second Living Lancer, Living Lancer (High), Tandem Top, and Charge. This is incredibly powerful, as it lets you quickly place two projectiles on the screen with no recovery. Higher charge levels increase the hitbox size, damage, and hitstun of the move. Additionally, the Level 3 version will destroy all projectiles except for other Level 3 projectiles like Ky's Level 3 Stun Edge.
Living Lancer doesn't disappear when Millia is hit or while she's blocking, meaning even in the incredibly rare circumstance the opponent gets past it and puts her on the defensive, she can use Hungry Bee to punish the opponent. It can even combo break.
- Max of 2 Living Lancers on screen at once.
- The entire duration of the move is special cancelable.
- Projectiles disappear after 75 frames.
- Level 3 does 8 more frames of hitstun.
Living Lancer (High)
|Living Lancer (High) Lv1||14||All||30||none|
|Living Lancer (High) Lv2||22||All||29||none|
|Living Lancer (High) Lv3||33||All||28||none|
After launching a Living Lancer, if it doesn't hit an opponent, it will float in the air while spinning. During this time, hitting S in any direction will launch the Living Lancer in the direction you input. This is very powerful for zoning and applying pressure from a distance, and can even be used to snipe opponents in the air. This can be done out of any state, even hitstun.
- If there are two Living Lancers out, then Hungry Bee will activate on whichever you launched first.
The original Tandem Top, this is a screwed up combination of both the space control aspect of S disc and lingering projectile of H disc. This move has a few uses in neutral and combos, but nothing in pressure unlike what you'd be used to. In neutral, the move has a surprisingly good anti-air hitbox and an incredible poking hitbox. The long lingering projectile is important for Millia to control space, particularly if she wants to safely use Living Lancer and halt the opponent's attempts at running at her.
For pressure, this move isn't particularly preferable. There are a hundred reasons why: minus on an actual blocking opponent, this game doesn't have any "real" oki or knockdowns, even if someone didn't know how to tech it's a very telegraphed point to guard cancel, etc, etc. Millia has many good pressure & mixup options besides, so largely detach this version of Tandem Top from later iterations in your mind.
For combos, it's a consistent combo ender, although one you'd only use if you're too far to start an infinite. It's minus on hit but launches the opponent far enough away that it's not viable to punish except in the corner, and "far away" is a valuable position for Millia in almost all situations.
- The projectile lasts 47 frames.
|N/A||N/A||N/A||N/A||Low Profile 1~11,15~21
Very Low Profile 11~15
Low profile movement option with low recovery. Goes about half the screen. While it can low profile many moves, it will get beaten by active and low hitting moves. Can go behind opponents for some crossups or to bait a guard cancel. Also has use in niche infinites.
It's also going to be her main guard cancel special, as none of her other options are fast and disjointed. When used like this, the pusback of the normal that was GCed is still applied, meaning you might end up next to the opponent and punishable.
- In standing recovery for 2 frames
Low Profile 51~129
Millia creates 5 level 3 Living Lancers that float for a little before homing in on the opponent's position. Has a small close range hitbox up close that can hit the opponent and will combo them into any projectiles that appear in front of her. One of the best supers in the game, and incredibly hard for most characters to contest. While it has a lot of recovery, the projectiles stay on screen for a long time and will often hit delayed from each other, making it unpunishable except in rare circumstances. They will track the opponent for as long as they're out, making it very difficult to get around. Jusst like regular Level 3 Living Lancers, the projectiles destroy and block any other projectiles with the sole exception of Ky's Level 3 Stun Edge. While the individual projectiles don't do high damage, they add up, especially since the move can very easily be spammed in desperation. While it is a fully invuln reversal, when done up close it's more likely to get punished so it's a bit risky.
- First projectile appears frame 5, then 9, 13, 17, and 21
- After 51 frames, they will start homing towards the opponent
- Any projectiles that don't hit the opponent will disappear after 134 frames
- The pattern of the projectiles appears to be random.