GGReload/Millia Rage: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=GGReload|chara=Millia Rage}}
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==== Tandem Top ====
==== Tandem Top ====
:The other 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.
: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.
<br style="clear:both;"/>
{{#lst:GGReload/Millia Rage/Data|Links}}
 
==Normals==
==Normals==
Click [Expand] below a move preview to see the move's hitboxes.
====== ======
====== ======
{{MoveData
{{MoveData
|name=5P
|name=5P
|image=GGAC_Millia_5P.png |caption=
|image=GGAC_Millia_5P.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_5P.png|center]]
[[File:GGReload_Millia_5P.png|center]]
</div>
</div>
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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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|name=5K
|name=5K
|image=GGAC_Millia_5K.png |caption=
|image=GGAC_Millia_5K.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_5K-1.png|center]]
[[File:GGReload_Millia_5K-1.png|center]]
Frame 5
Frame 5
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A kick upward. Primarily used for pressure for 2K>5K>2K string. This also gatlings into 6K and 2S for a high/low. Also jump cancellable on both hit and block; as such, it allows for a myriad of pressure options, such as an even faster overhead followup with TKBM.
A kick upward. Primarily used for pressure for 2K>5K>2K string. This also gatlings into 6K and 2S for a high/low. Also jump cancellable on both hit and block; as such, it allows for a myriad of pressure options, such as an even faster overhead followup with TKBM.


Attack is fully extended on 7F.
*Attack is fully extended on 7F
*[[GGReload/Millia_Rage/Frame_Data#Gatling_Table|Gatling Options]]: 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
  }}
  }}
}}
}}
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|name=c.S
|name=c.S
|image=GGAC_Millia_cS.png |caption=
|image=GGAC_Millia_cS.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_cS-1.png|center]]
[[File:GGReload_Millia_cS-1.png|center]]
Frames 1~3
Frames 1~3
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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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|name=f.S
|name=f.S
|image=GGAC_Millia_fS.png |caption=
|image=GGAC_Millia_fS.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_fS.png|center]]
[[File:GGReload_Millia_fS.png|center]]
</div>
</div>
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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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|name=5H
|name=5H
|image=GGAC_Millia_5H.png |caption=
|image=GGAC_Millia_5H.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_5H.png|center]]
[[File:GGReload_Millia_5H.png|center]]
</div>
</div>
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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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|name=6P
|name=6P
|image=GGAC_Millia_6P.png |caption=
|image=GGAC_Millia_6P.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_6P-1.png|center]]
[[File:GGReload_Millia_6P-1.png|center]]
Frames 7~16
Frames 7~16
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One of her main anti-airs with upper body invulnerability with a good sized hitbox. Staggers on counter-hit on ground making it not bad for ground to ground. Gatlings into 6H, but only combos on hit, but it still makes for a decent frame trap otherwise. Horrible on whiff so be careful if the opponent still has double-jump or movement options.
One of her main anti-airs with upper body invulnerability with a good sized hitbox. Staggers on counter-hit on ground making it not bad for ground to ground. Gatlings into 6H, but only combos on hit, but it still makes for a decent frame trap otherwise. Horrible on whiff so be careful if the opponent still has double-jump or movement options.


Upper body invincible 1~12F. Staggers opponent on ground CH (Max 39F).
*Upper body invul 1~12F
*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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|name=6K
|name=6K
|image=GGAC_Millia_6K.png |caption=
|image=GGAC_Millia_6K.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_6K-1.png|center]]
[[File:GGReload_Millia_6K-1.png|center]]
Frames 1~2
Frames 1~2
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One of your main overheads. Lower body invul from frame 1. If blocked you can still keep pressure up as it is +3. Has a 3F link into 5K on crouching opponents, allowing for conversions into 2D or Emerald Rain at closer ranges.
One of your main overheads. Lower body invul from frame 1. If blocked you can still keep pressure up as it is +3. Has a 3F link into 5K on crouching opponents, allowing for conversions into 2D or Emerald Rain at closer ranges.


1-18F Lower body invul. 19-20F Foot invul. Initial proration 80%. Hits crouching opponents on 20F (tested on Sol).
*1-18F Lower body invul
*19-20F Foot invul
*Initial proration 80%
*Hits crouching opponents on 20F (tested on Sol)
  }}
  }}
}}
}}
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|name=6H
|name=6H
|image=GGAC_Millia_6H.png |caption=
|image=GGAC_Millia_6H.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_6H.png|center]]
[[File:GGReload_Millia_6H.png|center]]
</div>
</div>
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Slow startup, bad on whiff. Nevertheless, it shouldn't be ignored, as it still has its uses as a long range poke, as long as care is taken as to not make it whiff. Knocks opponent down on hit. Special cancellable. Can stop jumpouts, but is mainly used to score a knockdown from corner carry combos.
Slow startup, bad on whiff. Nevertheless, it shouldn't be ignored, as it still has its uses as a long range poke, as long as care is taken as to not make it whiff. Knocks opponent down on hit. Special cancellable. Can stop jumpouts, but is mainly used to score a knockdown from corner carry combos.


Slams down and knocks down opponent on hit.
*Slams down and knocks down opponent on hit
  }}
  }}
}}
}}
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|name=5D
|name=5D
|image=GGAC_Millia_5D.png |caption=
|image=GGAC_Millia_5D.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_5D.png|center]]
[[File:GGReload_Millia_5D.png|center]]
</div>
</div>
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Universal overhead. Rarely used as an overhead option.
Universal overhead. Rarely used as an overhead option.


Low profile 8~23F. Foot invincible 30~41F. Millia is in CH state during entire move.
*Low profile 8~23F
*Foot invul 30~41F
*Millia is in CH state during entire move
  }}
  }}
}}
}}
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|name=2P
|name=2P
|image=GGAC_Millia_2P.png |caption=
|image=GGAC_Millia_2P.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_2P.png|center]]
[[File:GGReload_Millia_2P.png|center]]
</div>
</div>
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Shorter range than 2K. Hits mid and is primarily used after throw for burst baiting. Good for tick throwing as it is 1F more positive on block than 2K. Gatlings into 6P for a great frame trap as 6P staggers on counter-hit which will then allow it to combo into 6H for a Secret Garden setup.
Shorter range than 2K. Hits mid and is primarily used after throw for burst baiting. Good for tick throwing as it is 1F more positive on block than 2K. Gatlings into 6P for a great frame trap as 6P staggers on counter-hit which will then allow it to combo into 6H for a Secret Garden setup.


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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|name=2K
|name=2K
|image=GGAC_Millia_2K.png |caption=
|image=GGAC_Millia_2K.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_2K.png|center]]
[[File:GGReload_Millia_2K.png|center]]
</div>
</div>
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Primary pressure starter and hits low. Good for frame trapping and tick throwing. Not jump-cancellable on block or hit. but it is special-cancellable on block.
Primary pressure starter and hits low. Good for frame trapping and tick throwing. Not jump-cancellable on block or hit. but it is special-cancellable on block.


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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|name=2S
|name=2S
|image=GGAC_Millia_2S.png |caption=
|image=GGAC_Millia_2S.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_2S.png|center]]
[[File:GGReload_Millia_2S.png|center]]
</div>
</div>
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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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|name=2H
|name=2H
|image=GGAC_Millia_2H.png |caption=
|image=GGAC_Millia_2H.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_2H-1.png|center]]
[[File:GGReload_Millia_2H-1.png|center]]
Frames 1~??
Frames 1~??
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Your primary launcher for combos. It also has uses as an anti-air, but its slow startup and anti-air hitbox spawning later into the active frames hamper its usage as such. Has a good amount of untechable time on counter-hit.
Your primary launcher for combos. It also has uses as an anti-air, but its slow startup and anti-air hitbox spawning later into the active frames hamper its usage as such. Has a good amount of untechable time on counter-hit.


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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|name=2D
|name=2D
|image=GGAC_Millia_2D.png |caption=
|image=GGAC_Millia_2D.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_2D.png|center]]
[[File:GGReload_Millia_2D.png|center]]
</div>
</div>
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Another main ground to ground move besides 2K because of its long range, making it good for fishing for knockdowns and whiff punishes.
Another main ground to ground move besides 2K because of its long range, making it good for fishing for knockdowns and whiff punishes.


Foot invincible 10~21F.
*Foot invul 10~21F
  }}
  }}
}}
}}
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|name=j.P
|name=j.P
|image=GGAC_Millia_jP.png |caption=
|image=GGAC_Millia_jP.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_jP.png|center]]
[[File:GGReload_Millia_jP.png|center]]
</div>
</div>
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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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|name=j.K
|name=j.K
|image=GGAC_Millia_jK.png |caption=
|image=GGAC_Millia_jK.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_jK.png|center]]
[[File:GGReload_Millia_jK.png|center]]
Frames 1~??
Frames 1~??
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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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|name=j.S
|name=j.S
|image=GGAC_Millia_jS.png |caption=
|image=GGAC_Millia_jS.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_jS.png|center]]
[[File:GGReload_Millia_jS.png|center]]
</div>
</div>
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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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|name=j.H
|name=j.H
|image=GGAC_Millia_j2H.png |caption=
|image=GGAC_Millia_j2H.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
<!-- pictures are displayed in the order the hitboxes appear despite what the filenames might indicate. -->
<!-- pictures are displayed in the order the hitboxes appear despite what the filenames might indicate. -->
[[File:GGReload_Millia_jH-3.png|center]]
[[File:GGReload_Millia_jH-3.png|center]]
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|name=j.D
|name=j.D
|image=GGAC_Millia_jD.png |caption=
|image=GGAC_Millia_jD.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_jD.png|center]]
[[File:GGReload_Millia_jD.png|center]]
</div>
</div>
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Your go to air-to-air from far distances. Fast startup and large hitbox make it ideal for jumping and IAD'ing around with this to hamper the opponent's approach and control their air space. Untechable knockdown on CH far away allowing for Secret Garden or dash f.S>2H on wallbounce or disc otherwise. Horrible air to ground move due to its hitbox and landing recovery.
Your go to air-to-air from far distances. Fast startup and large hitbox make it ideal for jumping and IAD'ing around with this to hamper the opponent's approach and control their air space. Untechable knockdown on CH far away allowing for Secret Garden or dash f.S>2H on wallbounce or disc otherwise. Horrible air to ground move due to its hitbox and landing recovery.


Untechable on air hit for 38F, on CH for 84F. Knocks down opponent on ground hit. Wall bounces opponent on CH.
*Untechable on air hit for 38F, on CH for 84F
*Knocks down opponent on ground hit
*Wall bounces opponent on CH
  }}
  }}
}}
}}
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Sends opponent flying away. Fullscreen gives you a Secret Garden setup allowing you to rushdown safely. If you airthrow opponent near corner, you can dash up and do H disc.
Sends opponent flying away. Fullscreen gives you a Secret Garden setup allowing you to rushdown safely. If you air throw opponent near the corner, you can dash up and do H disc.
  }}
  }}
}}
}}
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|name=Dead Angle Attack
|name=Dead Angle Attack
|image=GGAC_Millia_cS.png |caption=
|image=GGAC_Millia_cS.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_DAA.png|center]]
[[File:GGReload_Millia_DAA.png|center]]
</div>
</div>
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{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
Fully invincible 1~12F. Throw invincible 13~36F. Knocks down opponent right next to you on ground hit, allowing for a disc mixup immediately after. Initial prorate 40%.
Knocks down opponent right next to you on ground hit, allowing for a disc mixup immediately after.
 
*1~12F Full invul
*13~36F Throw invul
*Initial prorate 40%
  }}
  }}
}}
}}
<br style="clear:both;"/>
 


==Specials==
==Specials==
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|input=214S, SxN
|input=214S, SxN
|image=GGAC_Millia_214S.png |caption=
|image=GGAC_Millia_214S.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_214S-1.png|center]]
[[File:GGReload_Millia_214S-1.png|center]]
Frame 1
Frame 1
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Good for frame trap pressure on the ground.
Good for frame trap pressure on the ground.


Hitstop 6F. Listed Frame Adv is for no repeated hits. Does a maximum of 30 hits.
*Hitstop 6F
*Listed Frame Adv is for no repeated hits
*Does a maximum of 30 hits
  }}
  }}
}}
}}
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Mainly a wall combo tool. Has its limited uses as a poke due to Millia's hurtbox not extending, but beware of the long recovery and forced counter-hit state. Being -1 on block it can be used to extend corner pressure by sneaking a 5K or f.S in to IAD/roll back in, if the opponent lets you.
Mainly a wall combo tool. Has its limited uses as a poke due to Millia's hurtbox not extending, but beware of the long recovery and forced counter-hit state. Being -1 on block it can be used to extend corner pressure by sneaking a 5K or f.S in to IAD/roll back in, if the opponent lets you.


Hard knockdown except on lights. Wall bounces opponent on hit (untechable for 34F). Millia is in CH state during move. Total duration 38F. Disc disappears if Millia gets hit. Cannot use Tandem Top or Secret Garden until 42F after disc disappears.
*Hard knockdown except on lights
*Wall bounces opponent on hit (untechable for 34F)
*Millia is in CH state during move
*Total duration 38F
*Disc disappears if Millia gets hit
*Cannot use Tandem Top or Secret Garden until 42F after disc disappears
  }}
  }}
{{!}}-
{{!}}-
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Longer startup but longer active frames too. This is your primary staple for your mixups. You will be using this mainly for your setups to mask your high/low mixups. Can be FRC'd on 15~17F which allows for improved setups or, if the opponent is sleeping, it can even be used in blockstrings due to how early it cancels.
Longer startup but longer active frames too. This is your primary staple for your mixups. You will be using this mainly for your setups to mask your high/low mixups. Can be FRC'd on 15~17F which allows for improved setups or, if the opponent is sleeping, it can even be used in blockstrings due to how early it cancels.


Hard knockdown. Wall bounces opponent on hit (untechable for 41F). Millia is in CH state during move. FRC timing 15~17F. Disc disappears if Millia gets hit. Cannot use Tandem Top or Secret Garden until 42F after disc disappears.
*Knocks down opponent on hit
*Wall bounces opponent on hit (untechable for 41F)
*Millia is in CH state during move
*FRC timing 15~17F
*Disc disappears if Millia gets hit
*Cannot use Tandem Top or Secret Garden until 42F after disc disappears
  }}
  }}
}}
}}
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|input=j.236P
|input=j.236P
|image=GGAC_Millia_j236P.png |caption=
|image=GGAC_Millia_j236P.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_j236P.png|center]]
[[File:GGReload_Millia_j236P.png|center]]
</div>
</div>
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This is your main high mixup when TK'd (2369P). It becomes a nigh unreactable 16F overhead. Very punishable on block so don't throw this out too often in neutral.
This is your main high mixup when TK'd (2369P). It becomes a nigh unreactable 16F overhead. Very punishable on block so don't throw this out too often in neutral.


Floats opponent on hit (untechable for 30F). Millia is crouching upon landing. Hitstop 6F. Initial prorate 80%. FRC timing 5~7F after landing or being blocked. Listed Recovery is on whiff. On whiff, Recovery 1~15F are airborne. Listed Frame Adv is for fastest possible Bad Moon performed from standing (Startup 16F). Has minimum height requirement.
*Floats opponent on hit (untechable for 30F)
*Millia is crouching upon landing
*Hitstop 6F
*Initial prorate 80%
*FRC timing 5~7F after landing or being blocked
*Listed Recovery is on whiff
*On whiff, Recovery 1~15F are airborne
*Listed Frame Adv is for fastest possible Bad Moon performed from standing (Startup 16F)
*Has minimum height requirement
  }}
  }}
}}
}}
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|name=Turbo Fall  
|name=Turbo Fall  
|input=j.236K |caption=
|input=j.236K |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_j.236K.png|center]]
[[File:GGReload_Millia_j.236K.png|center]]
</div>
</div>
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Her command fastfall which lets Millia alter her trajectory in the air making it hard to anti-air her. Millia dives down in a 45 degree angle. Can also be used for mixups.
Her command fastfall which lets Millia alter her trajectory in the air making it hard to anti-air her. Millia dives down in a 45 degree angle. Can also be used for mixups.


Can pass through opponent during fall. Fastest possible Turbo Fall performed from standing has total duration 36F. Has minimum height requirement. Landing recovery is cancellable into Special Moves.
*Can pass through opponent during fall
*Fastest possible Turbo Fall performed from standing has total duration 36F
*Has minimum height requirement
*Landing recovery is cancellable into Special Moves
  }}
  }}
}}
}}
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|input=214K
|input=214K
|image=GGAC_Millia_214K.png |caption=
|image=GGAC_Millia_214K.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_214K.png|center]]
[[File:GGReload_Millia_214K.png|center]]
Frames 4~15</div>
Frames 4~15</div>
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A roll that shrinks her hitbox and go under some attacks. Used mainly in pressure and tick throw setup. It is not throw invul though and can be punished on reaction if too predictable.
A roll that shrinks her hitbox and go under some attacks. Used mainly in pressure and tick throw setup. It is not throw invul though and can be punished on reaction if too predictable.


Above feet invul 4~15F. Low profile 16~24F. Can pass through opponent 1~15F. Millia is in CH state 1~15F.
*4~15F Above feet invul
*16~24F Low profile
*1~15F can pass through opponent
*Millia is in CH state 1~15F
  }}
  }}
}}
}}
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|input=214P
|input=214P
|image=GGAC_Millia_214P.png |caption=
|image=GGAC_Millia_214P.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_214P.png|center]]
[[File:GGReload_Millia_214P.png|center]]
</div>
</div>
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Haircar that hits low. The startup looks identical to going into a TK Bad Moon, so it looks like an overhead but she goes low. Your main low mixup choice. Avoid using this from fullscreen as it is punishable.
Haircar that hits low. The startup looks identical to going into a TK Bad Moon, so it looks like an overhead but she goes low. Your main low mixup choice. Avoid using this from fullscreen as it is punishable.


Millia is airborne from 7F onwards. Blows back and knocks down opponent on hit. Initial prorate 90%. FRC timing 17~22F.
*Millia is airborne from 7F onwards
*Blows back and knocks down opponent on hit
*Initial prorate 90%
*FRC timing 17~22F
  }}
  }}
}}
}}
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{{Description|8|text=
{{Description|8|text=
This is your primary projectile and is extremely crucial to your neutral game. Allows you to control the pace of the matchup as opponents will have to keep the threat of it in mind when you have it. Fish for counter-hits with this to force your way in. If they block it, you will be able to continue pressuring your opponent. To pick up the pin on the floor, walk up to it and crouch.
This is your primary projectile and is extremely crucial to your neutral game. Allows you to control the pace of the matchup as opponents will have to keep the threat of it in mind when you have it. Fish for counter-hits with this to force your way in. If they block it, you will be able to continue pressuring your opponent. To pick up the pin on the floor, walk up to it and crouch.
Staggers opponent on ground CH (Max 49F). Untechable on air hit for 33F. In CH state during entire move. Initial prorate 90%. Has minimum height requirement.
 
*Staggers opponent on ground CH (Max 49F)
*Untechable on air hit for 33F
*Millia is inn CH state during entire move
*Initial prorate 90%
*Has minimum height requirement
  }}
  }}
}}
}}
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{{AttackDataHeader-GGReload}}
{{AttackDataHeader-GGReload}}
{{!}}-
{{!}}-
{{#lsth:GGReload/Millia Rage/Data|214H > H}}
{{#lsth:GGReload/Millia Rage/Data|214H}}
{{!}}-
{{!}}-
{{Description|7|text=
{{Description|7|text=
3F after inputting the special notation, you're allowed up to 4 directional inputs from. Summons a bubble out that will go the direction you input it after the notation. Best places to use would be fullscreen and far from your opponent. Great for mixups and covering your rushdown when trying to get in, but slow startup.
3F after inputting the special notation, you're allowed up to 4 directional inputs from. Summons a bubble out that will go the direction you input it after the notation. Best places to use would be fullscreen and far from your opponent. Great for mixups and covering your rushdown when trying to get in, but slow startup.


Millia is in CH state 1~55F. Bubble guaranteed to come out after 52F. Accepts up to 4 additional inputs to control direction of sphere from 2~55F.
*Millia is in CH state 1~55F
*Bubble guaranteed to come out after 52F
*Accepts up to 4 additional inputs to control direction of sphere from 2~55F
  }}
  }}
}}
}}
<br style="clear:both;"/>
 


==Overdrives==
==Overdrives==
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|input=2141236H
|input=2141236H
|image=GGAC_Millia_214236H.png |caption=
|image=GGAC_Millia_214236H.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show hitboxes" data-collapsetext="Hide hitboxes"><br>
[[File:GGReload_Millia_214236H-1.png|center]]
[[File:GGReload_Millia_214236H-1.png|center]]
Frames 1~??
Frames 1~??
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Her only reversal move that has invincible startup. It is not advised to rely on this to get out of pressure all the time.
Her only reversal move that has invincible startup. It is not advised to rely on this to get out of pressure all the time.


1~7F Full invul. Falling portion wallbounces opponent on hit. Rising portion has hitstop 7F.
*1~7F Full invul
*Falling portion wallbounces opponent on hit
*Rising portion has hitstop 7F
  }}
  }}
}}
}}
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Throws 3 big discs. Hitconfirms from any poke. The last disc causes wallbounce.
Throws 3 big discs. Hitconfirms from any poke. The last disc causes wallbounce.


1~5F Strike invul. Wallbounces opponent on hit. 2nd disc has startup 26F, 3rd disc has startup 46F.
*1~5F Strike invul
*Wall bounces opponent on hit
*2nd disc has startup 26F, 3rd disc has startup 46F
  }}
  }}
}}
}}
<br style="clear:both;"/>
 


==Instant Kill==
==Instant Kill==
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  }}
  }}
}}
}}
<br style="clear:both;"/>
==Combos==
''tl;dr: it is highly beneficial for a Millia player to learn her combo theory, but'' '''[[GGReload/Millia Rage#BnB combos|if you just want basic combos go to the bottom of this section]]'''.
===Theory & Application===
----
Millia combos usually follow a set pattern.  Combo into 2H somehow, and then air-combo into a knockdown and go for okizeme.  Before we dissect her combos down to their constituent parts, let's see what a few extended combos would look like...
'''Example combos'''<br>
*Midscreen vs. Ky
:236H, 2S>2H IAD j.S>j.H(1), land, c.S(1)>2H sjc IAD j.S>j.H(2), land, c.S(1)>2H IAD j.H, land, 236H
That was a triple relaunch, ending in oki, and with plenty of tension gained in the process. Using IAD variations only means more damage.
*Midscreen vs. Ky
:236H FRC, 5D /\ 8D>8D xx 236K, land, 2H IAD j.S>j.H(2), land, c.S(1)>2H sjc j.S>j.P>j.S>j.H(3), land, c.S(1)>2H sjc IAD j.S>j.H(1) xx j.214S, land, 6H -> 214H(2H 8H 2H 8H)
Dust launch into triple relaunch into j.214S, land, 6H knockdown for a Secret Garden setup.
*Corner vs. Jam
:236H FRC, 6K (connects) xx 236S, c.S(1)>2H sjc IAD j.S>j.H(2), land, c.S(2)>2H IAD j.H(3), land, 5K>f.S>2H IAD j.H(3), land, 5K>f.S>2H IAD j.H(3), land, 236H
The lightweight IAD loop in the corner.
*Midscreen vs. Jam
:6P>2H sjc j.S>j.P>j.S>j.H(3), land, c.S(1)>2H -> sjc j.S>j.P>j.P>j.H(3), land, c.S(1)>2H sjc j.S>j.P>j.P>j.H(3), land, 236H
Just a random combo off the ground.
*Mid-screen vs. Dizzy
:j.D(CH), land, dash 2H IAD j.S>j.H(2) xx 214S, land, 6H xx 236236S, retrieve pin, c.S(1)>2H IAD j.S>j.H(1) xx 214S, land, 6h xx 214H(2H 8H 2H 8H)
Counter hit to combo (this one will happen a lot), and then a double relaunch with a pin pick-up to 214S, land, 6H combo ender.
These combos are absolutely not necessary to learn to have a functional Millia, but showcase her very high combo potential. Study them for a bit as you'll surely find yourself eventually using bits and pieces of these in real matches.
===Combo theory===
----
Now it's time to learn what are all the different pieces that allow to string together combos such as these.
===Air combo strings===
;2H sjc
*2H sjc j.S>j.P>j.S>j.H
This is used for low launches, like on or near the ground, against lights and middleweights. It also deals the most damage.
*2H sjc j.K>j.P>j.K>j.S>j.H
Same as above, but for heavier characters where a j.S>j.P>j.S would miss them.
*2H sjc j.S>j.P>j.P>j.H
This one is for launches that occur slightly higher off the ground, such as off a successful disc mixup or IAD relaunch.
*2H sjc j.K>j.S>j.H
For when your opponent was really high when you nailed them with a 2H.
In order to relaunch, you'll have to land earlier enough before your opponent does so that you can link into the relaunch. To do this, you'll have to adjust your combo on the fly. The variables are endless, but as a general rule of thumb in most cases and against most characters you'll have to delay the j.H a very tiny bit after the j.S, or delay the j.P instead if you're using the third string.
===Relaunches===
*(5K>)c.S(1)>2H sjc
This is the most common relaunch, and the best one for mid-screen. The 5K is added depending on if the opponent isn't high enough for c.S to hit when you land.
*5K>c.S(2) sjc
More lenient link and necessary for when 2H won't combo but less damage.
*j.214S, land, (dash) f.S>2H
Pretty much an easy mode relaunch for most characters after a sjc or IAD combo.
*(corner only) j.214S, land, 6H xx 236S, c/f.S>2H
One of Millia's most damaging meterless relaunches.
*j,214S, land, 6H xx 236236S, dash c/f.S>2H
Good mid-screen damage for killing people. You need to do it quite low, and you need to wait for lighter characters to fall a bit before you do the 6H. Use this explicitly for when it will kill, or in the corner for when you want to recover your pin in mid-combo for a Secret Garden setup. Also, you can tack on a 5K in case you need to, or take away the c/f.S if you don't need it.
===BnB combos===
----
After studying the combo theory above we can piece together some basic combos.
;Easy
*(any ground starter)>2H jc j.S>j.P>j.H
An extremely basic combo to ease yourself into Millia's execution requirements. After landing you'll be close enough to place a H disc on top of your opponent to start your mixup game.
*(any ground starter)>f.S>5H(1/2)>2D
For when you're too far to go into 2H. If possible, cancel 5H at the first hit so that you're closer to the opponent. After, buffer a H disc during a dash (this is called a dash disc, motion is 2366H) to start your okizeme.
;Medium
*(any ground starter)>2H sjc j.S>j.P>j.S>j.H
A ground launch 2H sjc combo that works on lights and middleweights. You can stop at the j.H or delay it a little to leave the opponent high enough to relaunch with c.S(1)>2H sjc j.S>j.P>j.P>j.H.
*(any ground starter)>2H sjc j.K>j.P>j.K>j.S>j.H
Same as above, but universal (including heavier characters). Does notably less damage.
If you don't feel confident in your ability to link into c.S for the relaunch, you can instead do j.H(2) xx j.214P, dash f.S>2H which is considerably easier to do.
;Hard
*(any ground starter)>2H IAD j.S>j.H(1/2), land, (5K>)c.S(1)>2H sjc j.S>j.P>j.P>j.H
IAD relaunch combo. After familiarising yourself with the character, you really want to learn this, as it does some hefty damage and corner carry.<br>
The height your opponent will be left at after you land depends on the timing of the initial jump cancel after 2H, the airdash input, button press after dash input, and the j.H input after the initial button press, in addition to character specifics such as hurtboxes and weight. Based on this, you might need to relaunch with 5K if your opponent isn't high enough for c.S to link. Depending on the height you might also want to omit a j.P in the sjc combo.
Both the IAD j.S link and the c.S relaunch are very difficult on FA, you might want to consider sticking to a medium difficulty combo with him for consistency. Lights are also harder to combo from the IAD.
After a successful disc mixup into f.S>2H against Potemkin, follow up with an IAD combo rather than the usual sj j.S>j.P>j.P>j.H string, as it is inconsistent in this specific case.
===6K===
* (corner only) 6K xx 236S, f.S>2H sjc j.S>j.P>j.H
You'll land this often after pressure following a blocked disc mixup.
* (crouching only) 6K>5K
3f link, you can use this to sacrifice a little damage but be able to confirm into Emerald Rain off the overhead instead of just cancelling into it and betting on the opponent getting opened up.
* 6K xx 214P
A simple trick, combos on hit, can be FRC'd on block for safety. Any decent player will start fuzzy guarding this after seeing it once, but if used sparingly it can still catch the opponent off guard, and 214P FRC on block still allows you to keep the pressure going.
===Throws===
*dash f.S>2H
Millia's average ground combo throw. Works on most characters, but requires a quite difficult microdash in addition to the tight f.S link. Not really worth learning considering that not only do they do poor damage, you also get a really advantageous disc setup off throw anyway.
*dash 5K>f.S>2H
More lenient variation of the above, works on lights (except JA) and KY/JO (hard). Worth learning to tack on some damage on lighter characters.
*2H
Works exclusively on FA AN ED PO, but is the most damaging throw combo Millia has, and is dirt easy compared to most of her other variations. You can also do an IAD followup.
===Dust combos===
*5D /\ 8D>8D xx j.236K, land, c.S(1)>2H
The only "Impossible Dust" combo Millia really needs. For timing, you can replace the air dusts with air slashes, and it will work just as well. The great use for Millia's Dust is that it can be used to pick up a pin in mid-combo, since j.236K puts you on the ground in time to crouch to pick it up and continue the combo.
*(corner only) 5D /\ FD, falling 5D, land, 6H xx 236S
The corner only variation, which does more damage.
<br style="clear:both;"/>
==Mixups==
Millia's wakeup game is centered around placing a ''H Tandem Top (236H, from now on referred to as "disc")'' after a knockdown. Her primary ways to score a knockdown are by winning the footsies game by getting a clean hit into/with 2D, beating the opponent's air approach with j.PxN>j.H or CH j.D, etc. or by successfully getting a mixup in through pressure.
===Pressure===
----
This is a key component to Millia's gameplan, as she has a variety of ways to confuse and deceive the opponent thanks to her speed, frametraps, overheads, and especially her overwhelmingly powerful throw game. Her gatling options are limited though, and she has difficulty maintaining constant pressure, thus a Millia player must learn to maximise every given opportunity and squeeze every possible frame out of advantageous situations, in addition to learning to stay unpredictable in order to keep her rather basic tools effective. Her low overall health is another factor that makes it imperative that the player must learn to rushdown cautiously, choose their approach points with care, and always stay one step ahead of their opponent.
Not unlike her combo theory, Millia's pressure could be divided into a series of components that are to be mastered and used efficiently together in order to form a plan of approach. These opponents are her frametrap game, high/low game, and her all-important throw game.
;Throws and frametraps
Thanks to her high speed, a common situation you'll find yourself in is dashing in on your opponent and getting them to block a ''2K''. This move is one of the cornerstones of her pressure and is +1 on block, allowing you to chain it a couple of times or stagger it and (or) dash up and throw. Once your opponent starts recognising your pattern of 2K>throw, you can instead gatling that, or those, 2K's into 2D, which will frametrap and catch jumpouts and conveniently net you a knockdown as well. Another common string is 2K>5K>2K, as 5K is jump cancellable.
Some other interesting frametraps are:
* 2K>2S>2H>2D
Useful to catch your opponent trying to mash or jump out of your 2K pressure, and has 2 jump cancellable points.
* 2P>6P>6H
If the 6P catches the opponent mashing it'll stagger them and allow 6H to combo, netting you a free Secret Garden setup.
Another extremely useful tool is her ''roll (236K)''. The usefulness of this move will decrease as your opponents' skill level increases, as it is easily punishable, so one must learn to use it sporadically and unpredictably. The roll has tons of high invul frames and will go under a huge number of moves, allowing for tricky approaches; another use for it is to cancel it from a normal to get your opponent to block momentarily so you can throw them. Again, the effectiveness of this tactic depends entirely on your opponent's ability to react accordingly and punish this approach, so you'll spend lots of time learning how to master this move. A poor usage of this tactic that is common among newbies is to gatling all the way into 5H xx roll, as they fail to recognise that their approach failed during the gatling and try to desperately try to get one last, very easily punishable mixup in.<br>
Rolling becomes more effective the more the opponent is on the defensive and unsure of what to do, so get creative and learn to recognise and abuse their tendencies. One such tactic is to recognise that your opponent is sleeping and sneak a 6K in at further range, which is a rather unusual usage of this move; hit or block, it will probably disrupt your opponent's mental stack as it wasn't expecting an overhead at that range, thus it is the perfect moment to cancel the 6K into roll to get a throw in during the brief moment of confusion. Again, this is just an example of the myriad of applications the roll has; like many of Millia's tools, you'll spend lots of time learning how to master this move.
''Turbofall (j.236K)'' is not dissimilar in application to the roll, except it involves Millia coming down from the air at an angle. As such, it is similar in application; do it raw to catch an unaware opponent and throw, cancel something into it then land and throw, abuse occasions of frame advantage to minimise the danger of retaliation such as after throwing your pin, turbofall then throw, etc...<br>
An additional application though is that turbofall allows for tricky crossups that are a bit harder to react to compared to rolling, as it enjoys a recovery of only 8 frames. In these occasions, try going for a reset into a combo instead. It is still fairly reactable though, so it goes with the usual warnings.
This section could go on forever, but in the name of keeping things concise, it stands to be reiterated yet again that Millia's tools have an incalculable number of applications. Learn your frame data, abuse your plus frames, go for silly and unexpected stuff, c.S xx 214S into dash up throw, c.S TK turbofall crossup throw, c.S xx 214P FRC throw, IAD j.K>j.P land throw... Millia rewards creativity, experimentation and dedication.
;High/low mixups
Millia has a few setups of this kind worth mentioning. Get your opponent to block a ''c.S'' (in the name of keeping things varied and letting your opponent know that throws aren't all you have, you could gatling into this from chained 2K's) then cancel it into ''TK Bad Moon (2369P, a.k.a. TKBM)''. This is a nigh unreactable overhead that nets you a knockdown, and works even better if you cancel it from the first hit of c.S, though harder to do.<br>
Once your opponent catches on and blocks high or mashes, you have two options:
*2S
This will beat both options, is jump cancellable allowing for more trickery (you're usually close enough for a TKBM to hit from there! And remember the jc empty Turbofall land throw talk from before?), and gatlings into 5H>2D.
*214P
This is the ballsy one. Note that your opponent can beat both this and TKBM by airthrowing you. You're negative on block, but if you have meter to FRC then you're neutral on block instead and at range for another TKBM or a throw. The FRC point is what really ties this all together compared to 2S as it is sure to keep your opponent confused and scared.
You don't have to TKBM exclusively from c.S. Get your opponent to block low, possibly while keeping frame advantage, such as from, you guessed it, a 2K, then TKBM. It's risky but effective, and if you can learn how to FRC it you can at least minimise the punishment taken in case it gets blocked. Again, get creative, abuse plus frames, find places to sneak this 16f overhead at unexpected times, just like a throw.
Your other high option is ''6K''. This is not as versatile as TKBM, but it has its uses, and despite being a fair bit slower it'll still hit often if you're sneaky, and it's +3 on block which is actually pretty good. Usage of this normal is already mostly covered in the [[GGReload/Millia Rage#6K|combos]] section. Nice to throw out every once in a while if your opponent is scared and standing still, and remember that it dodges lows for 20f.
===Okizeme===
Now that you've got your opponent on the ground, it's time to initiate your wakeup game, usually by placing a disc on top of them to cover your mixup, or after specific combos leading into Secret Garden setups.
----
====H Tandem Top====
After scoring a knockdown, place a disc on top of your opponent or dash disc (2366H) if they were not close to you when they got knocked down. When comboing into 2D, avoid cancelling it into 214K to set a disc, as it grants less frame advantage than doing dash disc except at tip 2D range. How much frame advantage you have will determine the kind of reward you will get out of your mixup and how safe/tricky your mixup options can be. Disc FRC is an excellent use of resources that allows you to make the most out of knockdown situations where a regular disc would've granted you poor mixup choices or even nothing at all.
===== High =====
* 6K
* TK Bad Moon (2369P)
* Iron Savior (214P) whiff FRC j.K
===== Low =====
* 2K
* 2S
* Iron Savior
===== Air blockstrings =====
''These are done following a late air dash forward. Note that these will whiff if the opponent is crouching.''
* j.K>j.P, land, throw
* j.K>j.S
Double overhead with good frame advantage on block.
* j.K, land, 2S/throw
Get your opponent used to the above, then mix them up with a low or a throw.
* j.S/2S
Very hard to fuzzy.
===== Crossups =====
''Raw disc hit nets 50 damage which is the highest damage option that leads into a 2H relaunch combo.''
* IAD (then ADB)
Leave about a character's width of space in between you and the opponent for the pickup.
* TK Turbo Fall (2369K), 2S
Needs you to be next to the opponent. Either gatling the 2S into 2H on hit or try another mixup on block like 214K or 2369P.
* Jump forward (9j), (delay) ADB
Needs you to be next to the opponent. Doing the ADB early will cross up again and leave you on the side you started on and allow for a f.S>2H relaunch, delaying it will make you collide with the opponent's back and not cross them up again.
*9j, then at the top of jump arc 7j/8j
Needs you to be next to the opponent. Ambiguous cross up into another cross up or same side that will conveniently avoid certain overly horizontal reversals.
*9j/7j, air FD, late ADF air blockstring
Jump forwards or backwards depending on your distance from the opponent. Simple anti-reversal setup that still allows for mixup pressure.
* 2K xx 214K
The good thing about this is that you can use it as a meaty but you're in a poor situation on block after roll recovery.
* IAD j.K
You need to be at a specific (but easy to recognise) range for this to work.
====Secret Garden====
Secret Garden is a "programmable" projectile that allows for very creative oki and pressure. During the startup of the move, input a direction + H up to four times and a sphere will spawn on top of Millia's head (active frame 1), first moving forwards, then moving according to the pattern you input.


Due to the slow startup, as far as okizeme usage goes, you'll mostly only be using this after the j.214S, 6H corner ender, or any 6H hit for that matter. 1646 pattern will keep cornered opponents in blockstun for a very long time allowing you to go for multiple mixups. A risky way to use it is to cancel into it from 2D midscreen (again, 1646 pattern) against characters with slow wakeup timings or poor ways to punish you; the idea is that they'll have the time to run into you and get a hit in, so they'll probably do that for the first couple of times, but they'll then be counterhit by the sphere, allowing you to combo off it.


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[[Category:Millia Rage]]
[[Category:Guilty Gear|Millia Rage]]

Latest revision as of 04:15, 24 December 2023

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data    
Millia Rage
GGXXR Millia portrait.jpg

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

Movement Options
Double Jump, 2 Airdashes, Dash Type: Run
Colors
P K S H D Start
Normal
GGReload Millia P.png
GGReload Millia K.png
GGReload Millia S.png
GGReload Millia H.png
GGReload Millia D.png
GGReload Millia Start.png
SP
GGReload Millia P(Sp).png
GGReload Millia K(Sp).png
GGReload Millia S(Sp).png
GGReload Millia H(Sp).png
GGReload Millia D(Sp).png
GGReload Millia Start(Sp).png

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
  • Powerful high/low mixup options.
  • Unparalleled okizeme and cover options, especially with Tandem Top and Secret Garden.
  • High damage combos.
  • Very high mobility, including a quick backdash.
  • Great air game thanks to having 2 airdashes, Silent Force, and Turbo Fall.
  • Paper-thin defense: has the second highest defense modifier in the game.
  • No reliable reversal options.
  • No knockdown from maximum poking range without meter for Emerald Rain.
  • Most normals are mediocre.

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
GGAC Millia 5P.png

GGReload Millia 5P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18 Mid CSJR 5 5 6 -1

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.

5K
GGAC Millia 5K.png

GGReload Millia 5K-1.png

Frame 5

GGReload Millia 5K-2.png

Frame 6

GGReload Millia 5K-3.png

Frame 7

Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Mid CSJR 5 6 14 -10

A kick upward. Primarily used for pressure for 2K>5K>2K string. This also gatlings into 6K and 2S for a high/low. Also jump cancellable on both hit and block; as such, it allows for a myriad of pressure options, such as an even faster overhead followup with TKBM.

  • Attack is fully extended on 7F
  • Gatling Options: 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
c.S
GGAC Millia cS.png

GGReload Millia cS-1.png

Frames 1~3

GGReload Millia cS-2.png

Frames 4~6

Damage Guard Cancel Startup Active Recovery Frame Adv.
22*2 Mid SJR 7 3,3 17 -6

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.

f.S
GGAC Millia fS.png

GGReload Millia fS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SR 7 2 16 -4

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.

5H
GGAC Millia 5H.png

GGReload Millia 5H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30*2 Mid SR 6 4(2)2 21 -4

Slightly faster than f.S, but mostly combo filler.

6P
GGAC Millia 6P.png

GGReload Millia 6P-1.png

Frames 7~16

GGReload Millia 6P-2.png

Frames 17~19

Damage Guard Cancel Startup Active Recovery Frame Adv.
22*2 Mid SR 7 9,3 20 -9

One of her main anti-airs with upper body invulnerability with a good sized hitbox. Staggers on counter-hit on ground making it not bad for ground to ground. Gatlings into 6H, but only combos on hit, but it still makes for a decent frame trap otherwise. Horrible on whiff so be careful if the opponent still has double-jump or movement options.

  • Upper body invul 1~12F
  • Staggers opponent on ground CH (Max 39F)
  • Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D
6K
GGAC Millia 6K.png

GGReload Millia 6K-1.png

Frames 1~2

GGReload Millia 6K-2.png

Frames 3~4

Damage Guard Cancel Startup Active Recovery Frame Adv.
25 Mid SR 17 4 12 +3

One of your main overheads. Lower body invul from frame 1. If blocked you can still keep pressure up as it is +3. Has a 3F link into 5K on crouching opponents, allowing for conversions into 2D or Emerald Rain at closer ranges.

  • 1-18F Lower body invul
  • 19-20F Foot invul
  • Initial proration 80%
  • Hits crouching opponents on 20F (tested on Sol)
6H
GGAC Millia 6H.png

GGReload Millia 6H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Mid SR 16 3 25 -9

Slow startup, bad on whiff. Nevertheless, it shouldn't be ignored, as it still has its uses as a long range poke, as long as care is taken as to not make it whiff. Knocks opponent down on hit. Special cancellable. Can stop jumpouts, but is mainly used to score a knockdown from corner carry combos.

  • Slams down and knocks down opponent on hit
5D
GGAC Millia 5D.png

GGReload Millia 5D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 High R 25 3 23 -12

Universal overhead. Rarely used as an overhead option.

  • Low profile 8~23F
  • Foot invul 30~41F
  • Millia is in CH state during entire move
2P
GGAC Millia 2P.png

GGReload Millia 2P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
9 Mid CSR 5 2 6 +2

Shorter range than 2K. Hits mid and is primarily used after throw for burst baiting. Good for tick throwing as it is 1F more positive on block than 2K. Gatlings into 6P for a great frame trap as 6P staggers on counter-hit which will then allow it to combo into 6H for a Secret Garden setup.

  • Initial prorate 85%
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
2K
GGAC Millia 2K.png

GGReload Millia 2K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 Low CSR 5 2 7 +1

Primary pressure starter and hits low. Good for frame trapping and tick throwing. Not jump-cancellable on block or hit. but it is special-cancellable on block.

2S
GGAC Millia 2S.png

GGReload Millia 2S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 Low SJR 9 2 15 -3

Low hit and has better proration than 2K but starts up slower. Can be used as part of high/low mixup pressure.

2H
GGAC Millia 2H.png

GGReload Millia 2H-1.png

Frames 1~??

GGReload Millia 2H-2.png

Frames ??

GGReload Millia 2H-3.png

Frames ??~7

Damage Guard Cancel Startup Active Recovery Frame Adv.
40 Mid SJR 11 7 12 -2

Your primary launcher for combos. It also has uses as an anti-air, but its slow startup and anti-air hitbox spawning later into the active frames hamper its usage as such. Has a good amount of untechable time on counter-hit.

  • Floats opponent on hit (untechable for 20F, on CH for 48F)
  • Gatling Options: 5D, 2D
2D
GGAC Millia 2D.png

GGReload Millia 2D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 Low SR 13 3 12 -1

Another main ground to ground move besides 2K because of its long range, making it good for fishing for knockdowns and whiff punishes.

  • Foot invul 10~21F
j.P
GGAC Millia jP.png

GGReload Millia jP.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 High/Air CSR 5 6 8 -

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.

j.K
GGAC Millia jK.png

GGReload Millia jK.png

Frames 1~??

GGReload Millia jK-2.png

Frames ??

GGReload Millia jK-3.png

Frames ??~9

Damage Guard Cancel Startup Active Recovery Frame Adv.
12 High/Air SJR 4 9 9 -

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.

j.S
GGAC Millia jS.png

GGReload Millia jS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 High/Air SR 10 6 12 -

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.

j.H
GGAC Millia j2H.png

GGReload Millia jH-3.png

Frames 1~??

GGReload Millia jH-1.png

Frames ??

GGReload Millia jH-4.png

Frames ??

GGReload Millia jH-2.png

Frames ??~7

Damage Guard Cancel Startup Active Recovery Frame Adv.
22*3 High/Air SR 8 4(2)6(2)4 17 -

Combo filler. Also hits behind. Slams down opponent on 3rd hit (very long untech time).

j.D
GGAC Millia jD.png

GGReload Millia jD.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
36 High/Air SR 11 7 9+6L -

Your go to air-to-air from far distances. Fast startup and large hitbox make it ideal for jumping and IAD'ing around with this to hamper the opponent's approach and control their air space. Untechable knockdown on CH far away allowing for Secret Garden or dash f.S>2H on wallbounce or disc otherwise. Horrible air to ground move due to its hitbox and landing recovery.

  • Untechable on air hit for 38F, on CH for 84F
  • Knocks down opponent on ground hit
  • Wall bounces opponent on CH

Universal Mechanics

Ground Throw
GGAC Millia throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
55 Throw: 40 Pixels - - - - -

Very important to your mixup game. The throw range is short, but her dash speed makes up for the range making this hard to see coming. Knocks down. Great frame advantage for a followup H disc, especially if FRC'd, allowing for tricky mixups, or it can be combo'd off (see combos).

Air Throw
GGAC Millia airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
55 Throw: 110 Pixels - - - - -

Sends opponent flying away. Fullscreen gives you a Secret Garden setup allowing you to rushdown safely. If you air throw opponent near the corner, you can dash up and do H disc.

Dead Angle Attack
GGAC Millia cS.png

GGReload Millia DAA.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 Mid R 7 6 33 -25

Knocks down opponent right next to you on ground hit, allowing for a disc mixup immediately after.

  • 1~12F Full invul
  • 13~36F Throw invul
  • Initial prorate 40%


Specials

Lust Shaker
214S, SxN
GGAC Millia 214S.png

GGReload Millia 214S-1.png

Frame 1

GGReload Millia 214S-2.png

Frame 5

GGReload Millia 214S-3.png

Frame 9

Damage Guard Cancel Startup Active Recovery Frame Adv.
18*n All R 10 1(3)*n 8 +5

Good for frame trap pressure on the ground.

  • Hitstop 6F
  • Listed Frame Adv is for no repeated hits
  • Does a maximum of 30 hits
Tandem Top
Tandem Top
236S/H
GGReload Millia 236S.png
S version hits immediately, used for combos and pressure



GGReload Millia 236H.png
H version is delayed, used for okizeme
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 40 All - 11 13 Total 38 -1

Mainly a wall combo tool. Has its limited uses as a poke due to Millia's hurtbox not extending, but beware of the long recovery and forced counter-hit state. Being -1 on block it can be used to extend corner pressure by sneaking a 5K or f.S in to IAD/roll back in, if the opponent lets you.

  • Hard knockdown except on lights
  • Wall bounces opponent on hit (untechable for 34F)
  • Millia is in CH state during move
  • Total duration 38F
  • Disc disappears if Millia gets hit
  • Cannot use Tandem Top or Secret Garden until 42F after disc disappears
H 50 All F 60 33 Total 32 -

Longer startup but longer active frames too. This is your primary staple for your mixups. You will be using this mainly for your setups to mask your high/low mixups. Can be FRC'd on 15~17F which allows for improved setups or, if the opponent is sleeping, it can even be used in blockstrings due to how early it cancels.

  • Knocks down opponent on hit
  • Wall bounces opponent on hit (untechable for 41F)
  • Millia is in CH state during move
  • FRC timing 15~17F
  • Disc disappears if Millia gets hit
  • Cannot use Tandem Top or Secret Garden until 42F after disc disappears
Bad Moon
j.236P
GGAC Millia j236P.png

GGReload Millia j236P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
24*3 High/Air RF 11 Until L 22L -15

This is your main high mixup when TK'd (2369P). It becomes a nigh unreactable 16F overhead. Very punishable on block so don't throw this out too often in neutral.

  • Floats opponent on hit (untechable for 30F)
  • Millia is crouching upon landing
  • Hitstop 6F
  • Initial prorate 80%
  • FRC timing 5~7F after landing or being blocked
  • Listed Recovery is on whiff
  • On whiff, Recovery 1~15F are airborne
  • Listed Frame Adv is for fastest possible Bad Moon performed from standing (Startup 16F)
  • Has minimum height requirement
Turbo Fall
j.236K
GGAC Millia j236K.png

GGReload Millia j.236K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - Total 28+8L -

Her command fastfall which lets Millia alter her trajectory in the air making it hard to anti-air her. Millia dives down in a 45 degree angle. Can also be used for mixups.

  • Can pass through opponent during fall
  • Fastest possible Turbo Fall performed from standing has total duration 36F
  • Has minimum height requirement
  • Landing recovery is cancellable into Special Moves
Forward Roll
214K
GGAC Millia 214K.png

GGReload Millia 214K.png
Frames 4~15
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - Total 24 -

A roll that shrinks her hitbox and go under some attacks. Used mainly in pressure and tick throw setup. It is not throw invul though and can be punished on reaction if too predictable.

  • 4~15F Above feet invul
  • 16~24F Low profile
  • 1~15F can pass through opponent
  • Millia is in CH state 1~15F
Iron Savior
Iron Savior
214P
GGAC Millia 214P.png

GGReload Millia 214P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
36 Low RF 17 Until Wall Until L+8 -13

Haircar that hits low. The startup looks identical to going into a TK Bad Moon, so it looks like an overhead but she goes low. Your main low mixup choice. Avoid using this from fullscreen as it is punishable.

  • Millia is airborne from 7F onwards
  • Blows back and knocks down opponent on hit
  • Initial prorate 90%
  • FRC timing 17~22F
Silent Force
Silent Force
j.214S
GGAC Millia j214S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 All - 11 2(1)2(1) until L Total 16 -

This is your primary projectile and is extremely crucial to your neutral game. Allows you to control the pace of the matchup as opponents will have to keep the threat of it in mind when you have it. Fish for counter-hits with this to force your way in. If they block it, you will be able to continue pressuring your opponent. To pick up the pin on the floor, walk up to it and crouch.

  • Staggers opponent on ground CH (Max 49F)
  • Untechable on air hit for 33F
  • Millia is inn CH state during entire move
  • Initial prorate 90%
  • Has minimum height requirement
Secret Garden
214H > Direction + H
GGAC Millia 214H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30*5 All - 56 - Total 74 -

3F after inputting the special notation, you're allowed up to 4 directional inputs from. Summons a bubble out that will go the direction you input it after the notation. Best places to use would be fullscreen and far from your opponent. Great for mixups and covering your rushdown when trying to get in, but slow startup.

  • Millia is in CH state 1~55F
  • Bubble guaranteed to come out after 52F
  • Accepts up to 4 additional inputs to control direction of sphere from 2~55F


Overdrives

Winger
2141236H
GGAC Millia 214236H.png

GGReload Millia 214236H-1.png

Frames 1~??

GGReload Millia 214236H-2.png

Frames ??

GGReload Millia 214236H-3.png

Frames ??~10

GGReload Millia 214236H-4.png

Frames 20~45

Damage Guard Cancel Startup Active Recovery Frame Adv.
40,25*4,80 Mid*5, High R 5+1 10(10)15 30 -21

Her only reversal move that has invincible startup. It is not advised to rely on this to get out of pressure all the time.

  • 1~7F Full invul
  • Falling portion wallbounces opponent on hit
  • Rising portion has hitstop 7F
Emerald Rain
236236S
GGAC Millia 236236S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
36*3 All - 4+2 - Total 75 -3

Throws 3 big discs. Hitconfirms from any poke. The last disc causes wallbounce.

  • 1~5F Strike invul
  • Wall bounces opponent on hit
  • 2nd disc has startup 26F, 3rd disc has startup 46F


Instant Kill

Iron Maiden
236236H
GGAC Millia IK1.png
GGReload Millia IK2.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
DESTROY All - 5+29 - Total 165 -62

The only good thing is that it tracks. Other than that, not worth using.


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