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* '''Strong Movement Options''': Having 2 full airdashes and Forward Roll, Millia is highly mobile. | * '''Strong Movement Options''': Having 2 full airdashes and Forward Roll, Millia is highly mobile. | ||
* ''' | * '''Opressive Zoning''': Both Living Lancers and her super are strong at keeping the opponent out to a degree that is nearly insurmountable for some characters. | ||
* '''Desperation Abuse''': Millia, alongside {{Character Label|GGML|Justice}}, is arguably the best character at abusing infinite supers in the game. Iron Maiden spam is extremely difficult for most characters to contest. | * '''Desperation Abuse''': Millia, alongside {{Character Label|GGML|Justice}}, is arguably the best character at abusing infinite supers in the game. Iron Maiden spam is extremely difficult for most characters to contest. | ||
* '''Versatile Infinites''': In addition to the usual CC infinites, Millia can also infinite off of Living Lancer in the corner, and perform a tight roll infinite. | * '''Versatile Infinites''': In addition to the usual CC infinites, Millia can also infinite off of Living Lancer in the corner, and perform a tight roll infinite. |
Revision as of 01:51, 25 October 2021
Millia is overall a radically different character in Missing Link, missing moves that normally define her playstyle. Instead, she uses Living Lancer to aggressively zone opponents out and her strong movement options to either evade or close in for a combo.
- Strong Movement Options: Having 2 full airdashes and Forward Roll, Millia is highly mobile.
- Opressive Zoning: Both Living Lancers and her super are strong at keeping the opponent out to a degree that is nearly insurmountable for some characters.
- Desperation Abuse: Millia, alongside Justice, is arguably the best character at abusing infinite supers in the game. Iron Maiden spam is extremely difficult for most characters to contest.
- Versatile Infinites: In addition to the usual CC infinites, Millia can also infinite off of Living Lancer in the corner, and perform a tight roll infinite.
- Short Range CC Infinite: Millia's CC infinite has a lot less range than other characters' infinites, so it can be harder for her to access it, and alternative infinites suffer from the same issue or are situational.
- Low Health: Millia has the third lowest health value and a relatively low dizzy threshold, making her a bit squishy. However, due to the prevalence of infinites, this isn't as much of an issue for her as it is in future games.
Millia | |
---|---|
Defense | |
70%Raw Value: 7 | |
Jump Startup | |
3f | |
Backdash | |
22f | |
Meter Gain Mod | |
80%Raw Value: 8 | |
Charge Time | |
45f | |
Forward Walk Speed | |
143%Raw Value: 1100 | |
Backward Walk Speed | |
139%Raw Value: 819 | |
Dizzy Resistance | |
83%Raw Value: 25 | |
Fastest Attack | |
Reversals | |
Normals
5P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3 | All | 6 | 4 | 9 | -5 | +2 | none |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | All | 8 | 8(8)3 | 9 | -20 | -14 | none |
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9 | All | 8 | 8 | 11 | -9 | +2 | none |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
8 | All | 8 | 4 | 23 | -17 | -6 | none |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Overhead | 16 | 11 | 13 | -11 | +6 | none |
6P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
5 | Mid | 6 | 17 | 7 | -16 | -13 | none |
Pretty good anti-air. Launches opponents high up even on grounded hit, allowing it to be immediately teched, albeit in a disadvantageous position.
- Air unblockable
2P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3 | Low | 3 | 11 | 5 | -5 | +2 | none |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7 | Low | 5 | 3 | 13 | -6 | +5 | 3 |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 9 | 4 | 14 | -7 | +4 | none |
2H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
16 | Mid | 4 | 9 | 11 | -10 | +7 | none |
Incredibly fast normal that works both as an anti-air and is your main combo tool for CC infinite.
- Air unblockable
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
3 | Overhead | 7 | 4 | 9 | none |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
7x2 | Overhead | 4 | 4,4 | 11 | none |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | Overhead | 1 | 2(5)3 | 9 | none |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | Overhead | 1 | 27 | 0 | none |
Very fast downward angled aerial, but compared to her other air normals there isn't much reason to use it outside of combos. The multiple hits have consistency issues with comboing into each other. Comes out very fast so it can instant overhead some characters.
Can be used against the following characters when crouching:
Universal Mechanics
Dust Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
11 | All | 1 | 8(4)8(4)13 | 0 | -16 | +70 | none |
Throw
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
15 | Throw | N/A | none |
Dash Attack
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
13 | All | 23 |
Instant Kill
Specials
Living Lancer
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 30 | none | ||||
22 | All | 29 | none | ||||
33 | All | 28 | none |
Millia launches a thread of hair from her head. The thread of hair 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 after the thread of hair has been launched, the move's recovery can be canceled into a second Living Lancer, Living Lancer (High), or Living Lancer Charge. This is incredibly powerful, as it lets you quickly place two projectiles on the screen and gives them effectively no recovery. Higher charge levels increase the hitbox size, damage, and hitstun(?) of the move.
- Max of 2 Living Lancers on screen at once.
- After X frames, you can cancel the recovery Living Lancer, Living Lance (High), or Living Lancer Charge.
Living Lancer (High)
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
14 | All | 30 | none | ||||
22 | All | 29 | none | ||||
33 | All | 28 | none |
Hungry Bee
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
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.
- If there are two Living Lancers out, then Hungry Bee will activate on whichever you launched first.
Tandem Top
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
9x2 | All | 14 | 15 | 15 | -17 | -20 | none |
Lust Shaker
Forward Roll
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
N/A | N/A | N/A | N/A | Low Profile 1~11,15~21 Very Low Profile 11~15 |
Supers
Iron Maiden
Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Invuln |
---|---|---|---|---|---|---|---|
1,11x5 | Unblockable,All | 4 | 4 | 134 | Strike 1~3 Low Profile 51~129 |
Millia creates 6 level 3 Living Lancers that float for a little before homing in on the opponent's position. 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. While the individual projectiles don't do high damage, they add up, especially since the move can very easily be spammed in desperation.
- It's not invincible so don't try to use it like a reversal
- The pattern when the projectiles appear seems to be random.