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{{Description|7|text= | {{Description|7|text= | ||
Millia jabs with her hair. Jump-cancellable on hit or block. One of her best anti airs: as it has remarkably fast startup and recovery, it can be very versatile and is a very useful tool in preemptively checking your opponent's air approaches. Will whiff on crouching opponents. | Millia jabs with her hair. Jump-cancellable on hit or block. One of her best anti airs: as it has remarkably fast startup and recovery, it can be very versatile and is a very useful tool in preemptively checking your opponent's air approaches. Will whiff on crouching opponents. | ||
*[[GGReload/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D | |||
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*Attack is fully extended on 7F | *Attack is fully extended on 7F | ||
*[[GGReload/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: ì6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D | |||
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{{Description|7|text= | {{Description|7|text= | ||
Situational anti-air to use if you are under your opponent as it goes straight, can be used to stop the opponent from jumping out of the corner. Jump cancellable on hit, which leads to some staple combos, and on block, which leads to mixups. | Situational anti-air to use if you are under your opponent as it goes straight, can be used to stop the opponent from jumping out of the corner. Jump cancellable on hit, which leads to some staple combos, and on block, which leads to mixups. | ||
*[[GGReload/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: 6P, f.S, 2S, 5H, 2H, 5D | |||
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{{Description|7|text= | {{Description|7|text= | ||
Millia's main ground to ground poke. Gatlings into 5H which goes to 2D. Doesn't confirm into knockdown at far range or launch, but can go into Emerald Rain. Also a staple in f.S>2H relaunch combos. | Millia's main ground to ground poke. Gatlings into 5H which goes to 2D. Doesn't confirm into knockdown at far range or launch, but can go into Emerald Rain. Also a staple in f.S>2H relaunch combos. | ||
*[[GGReload/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: 2S, 5H, 2H, 5D | |||
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{{Description|7|text= | {{Description|7|text= | ||
Slightly faster than f.S, but mostly combo filler. | Slightly faster than f.S, but mostly combo filler. | ||
*[[GGReload/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: 5D, 2D | |||
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*Upper body invul 1~12F | *Upper body invul 1~12F | ||
*Staggers opponent on ground CH (Max 39F) | *Staggers opponent on ground CH (Max 39F) | ||
*[[GGReload/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: c.S, f.S, 2S, 5H, 2H, 6H, 5D | |||
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*Initial prorate 85% | *Initial prorate 85% | ||
*[[GGReload/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D | |||
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*Initial prorate 75% | *Initial prorate 75% | ||
*[[GGReload/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: 6P, 5K, 2K, c.S, f.S, 2S, 2H, 5D, 2D | |||
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{{Description|7|text= | {{Description|7|text= | ||
Low hit and has better proration than 2K but starts up slower. Can be used as part of high/low mixup pressure. | Low hit and has better proration than 2K but starts up slower. Can be used as part of high/low mixup pressure. | ||
*[[GGReload/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: 5H, 2H, 5D | |||
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*Floats opponent on hit (untechable for 20F, on CH for 48F) | *Floats opponent on hit (untechable for 20F, on CH for 48F) | ||
*[[GGReload/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: 5D, 2D | |||
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{{Description|7|text= | {{Description|7|text= | ||
Very fast air normal, but short range. Chains into itself and gatlings into j.K, j.S, j.H and j.D (only combos into j.D on counter-hit). Useful in air to air and air to ground. Throw it out preemptively to keep the space right in front of and below you in check. If your opponent is keeping themselves in the air at a distance dash jump (669) at him to try and catch them with j.PxN>j.H. Go into j.K and back for pressure on block. | Very fast air normal, but short range. Chains into itself and gatlings into j.K, j.S, j.H and j.D (only combos into j.D on counter-hit). Useful in air to air and air to ground. Throw it out preemptively to keep the space right in front of and below you in check. If your opponent is keeping themselves in the air at a distance dash jump (669) at him to try and catch them with j.PxN>j.H. Go into j.K and back for pressure on block. | ||
*[[GGReload/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: j.P, j.K, j.S, j.H, j.D | |||
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{{Description|7|text= | {{Description|7|text= | ||
Useful for catching opponents above you. Impressively fast at 4f, gatlings into j.P, j.S and j.D (only combos into j.D on counter-hit). Also very useful in fuzzy guard strings with j.P and other mixups. | Useful for catching opponents above you. Impressively fast at 4f, gatlings into j.P, j.S and j.D (only combos into j.D on counter-hit). Also very useful in fuzzy guard strings with j.P and other mixups. | ||
*[[GGReload/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: j.P, j.S, j.D | |||
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{{Description|7|text= | {{Description|7|text= | ||
Combo filler. Your main air to ground move, however it does a pretty poor job at that, as it is slow, has a low attack level, and is easily punishable. | Combo filler. Your main air to ground move, however it does a pretty poor job at that, as it is slow, has a low attack level, and is easily punishable. | ||
*[[GGReload/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: j.P, j.H | |||
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Revision as of 16:32, 24 June 2019
Millia Rage | |||||||||||||||||||||
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Defense Modifier: x1.21 Guts Rating: 3 Weight: Light (x1.05) Stun Resistance: 55 Jump Startup: 3F Backdash Time: 11F / Invul: 1~5F Wake-Up (Face Up/Down): 36F / 34F
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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 second fastest character in the game below Chipp, with 2 airdashes and a turbofall which allow her to alter her trajectory in the air quite easily. These options also make it difficult for the opponent to anti-air her. On top of that, she also has her staple projectile, Silent Force, which makes it difficult for her opponents to anti-air her or approach her. This projectile is what helps her get in and start her oppressive rushdown and keep the opponent guessing in neutral.
Despite being the second fastest character, she also has the second worst defense modifier 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 backdashes 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 be smart with your approaches, movement options and pin management, and rushdown with care.
Strengths and Weaknesses
Strengths | Weaknesses |
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Unique Mechanics
Silent Force
- One of the two reasons Millia is notorious, or rather infamous, for. Everyone who has played against Akuma in Street Fighter recognises the overwhelming ability of his air fireball to control space, zone and apply pressure. Silent Force is an air projectile that shoots extremely fast at a 45 degree angle, is very positive on block allowing you to force your way in and staggers on counter-hit guaranteeing you a free combo and forcing your opponent to think twice before trying to anti-air you. One caveat: it's single use, once you throw it you have to pick it up from the ground by crouching over it.
Tandem Top
- The other, main reason Millia is infamous for. H Tandem Top is a static disc-shaped projectile with lots of active frames that is placed on top of or near the opponent during their wake-up and causes long blockstun in addition to masking your mixups, giving you free reign to apply your powerful okizeme and loop the situation over and over.
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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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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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
Lust Shaker 214S, SxN |
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Tandem Top
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
Iron Savior 214P |
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Silent Force
Silent Force j.214S |
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Secret Garden 214H > Direction + H |
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Overdrives
Winger 2141236H |
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Emerald Rain 236236S |
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Instant Kill
Iron Maiden 236236H |
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