GGST/Millia Rage

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Overview
Overview

Millia Rage uses swift and graceful aerial movement to spy for opportunities to score a knockdown. She then transitions to deadly okizeme mix-ups to efficiently eliminate her opponent, well expected of a master assassin.

Her mobility makes traversing the battlefield a breeze. She runs quickly, has two air dashes and two special moves that alter her air momentum in Turbo Fall and Kapel, netting her for whiff punishes with j.K and j.S. She can also fish for knockdowns with ground attacks like f.S, 2K and 5K, the last of which can gatling into itself for good mix-ups and stagger pressure.

Millia has access to unmatched oki setups via GGST H Prompt.png Tandem Top. She recovers before the disk’s hitbox activates, giving her ample time to mix up the opponent. She has a great box of tricks to open them up: 2K, 2S, and 2D are good lows, whereas 6K, 5D, Bad Moon and air normals provide her with many overheads. She can cross-up with j.H or pass through opponents with Turbo Fall or Mirazh. By cycling these tools, Millia can loop her opponent in guessing situations over and over until they meet a swift end.

Millia’s weakness is that unfavorable positions are especially dangerous for her. Her defense value is pitiful, and her lack of fast pokes and meterless reversals make it difficult to escape pressure. However, with good usage of her movement and spacing tools, bad situations can be avoided.

With incredible aerial movement and devastating, looping okizeme set-ups, Millia is nothing less than the setplay queen of Guilty Gear.


Lore:She is silent and cold.

However, since leaving the Guild, she no longer works only for profit as she once did. Now that she lives among ordinary people, Millia's come to feel a wider range of emotions. She may not show it in her words or actions, but she's found herself able to sympathize with others.

When faced with an uncertain situation, she can even look like a normal girl her age sometimes.
Voice:Japanese: Yuko Sumitomo
English: Tara Platt
Playstyle
GGST Millia Rage Icon.png Millia Rage , classified as a High Speed type, is a wielder of the forbidden art that turns her hair into a weapon---blink and you'll miss her swift movements.
Pros Cons
  • Floats like a Butterfly: An extra airdash, a fastfall, a command double jump, and a fast run on the ground makes Millia one of the fastest characters in the game.
  • Stings like a Bee: While the damage of her individual combos may not be very high, many of her combos will lead into hard knockdowns allowing her to loop okizeme until death.
  • Low Execution Requirement: The overwhelming majority of Millia's combos and okizeme are pretty easy to execute, or at least when compared to older version of Millia.
  • Good Neutral: Despite Millia's buttons being only slightly above average, when combined with her extremely high mobility, she easily commands the pace of the match without the need of a traditional fireball.
  • Setplay Queen: Using GGST H Prompt.png Tandem Top after a hard knockdown opens up a 4-way mix-up, multiple DP baits, and combos that loop into even more knockdown mix-ups.
  • Oppressive Pressure: Millia's 5K and c.S being able to gatling into high/low mixups, jump cancel into left/right mixups, frame trap, or simply recover fast enough to allow run up grab means these moves offer Millia some of the best pressure in the game.
  • Good Mix-up options off RC: Unlike most other characters, Millia tends not to use meter for combos, but rather for creating 4-way mixups that can easily start her okizeme loops going. Even if the mixups fails, she can usually continue her pressure afterwards with 5K or c.S.
  • Difficult Learning Curve: Although her combos and okizeme have a low execution requirement, perfect usage of her mobility, footsie tools, and limited defensive options are completely non-negotiable skills to have. Dying after only a few mistakes is the main downfall for beginners.
  • Burst Unsafe: Millia's combos tend to build-up a lot of burst while also being burst unsafe at the same time. This means that burst-baiting will end up being a big part of her game plan.
  • Paper-thin Bones: By having the second lowest health in the game, a mediocre guts, and a high R.I.S.C. multiplier means that she is one of the fastest characters to get K.O.'d.
  • Weak Defensive options: Millia's poor defense stems from her jabs being the slowest in the game and her lack of a meterless reversal. This means escaping her opponent's pressure can be quite difficult especially if they have moves with plus frame advantage.


Normal Moves

5P

5K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
24 All 7 3 12 -3 None

  • Jump cancelable
  • One of the few 5Ks that can self-gatling.
  • Can OTG into [jump cancel > air dash] for a 4 way mix-up (airdash twice to crossup, but be aware, doing so is not safe against mashing).

5K is Millia's main long range pressure and poking tool, tick-throw jab, and hit confirm for meaty H Tandem Top okis. Its longer range and lower commitment is what separates it from c.S as a pressure tool, but it has more limited follow-ups and weaker frame traps. It can also act as a superior poke to f.S due to 5K having better follow up options, but this is only true if Millia gets real close to do 5K.

On hit, 5K should always be gatling into 2D > H Tandem Top ( 236H) for the oki set-up since 5K doesn't really have any high damaging combos anyway. On block, 5K can gatling into itself allowing it to hit confirm or frame trap the opponent. Once conditioned not to mash, she can start going for delayed mix-ups like 6K, [jump cancel > air dash], Mirazh, or [dash > 5K/ c.S/grab].

Gatling Options: 6P, 5K, 2K, 6K, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
15×2 All 7 3,3 16 -2 None

  • Hits twice, jump cancelable on both hits.
  • Has a combined active hitbox of 6 frames meaning it can catch most backdashs if timed correctly.
  • The first hit can OTG into [jump cancel > air dash] for a 4 way mix-up (airdash twice to crossup, but be aware, doing so is not safe against mashing).

Easily Millia's best move hands down thanks to its amazing pressure, block strings, combo links, hit confirms, anti-air potential, can burst bait, can OTG for a mixup, and catch jump outs/back dashes. Pretty much anything Millia needs, this move offers. Millia's main openings for getting this move to land are going to be meaties after knockdowns, a micro dash after poking with 5K, and anti-airing.

Using c.S as a pressure tool is pretty much identical to 5K. However, it has the advantage of hit confirming and having much more varied block string routes to suit different scenarios. Although her c.S combos may not be high in damage, they make up for that by pretty much always leading into hard knockdown which can start her deadly okizeme loops. Due to it's high vertical hitbox it can also be used to anti-air against most jump-ins when spaced correctly, or even catch jump-outs during her pressure game.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 6H, 5D, 2D

f.S

5H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
42 All 12 4 23 -8 None

  • The move has two hitboxes: a close hitbox and far hitbox
    • Close hitbox is active on frame 13 and is about the range of her 2P
    • Far hitbox is active on frame 15 which leaves her -6 on block instead.
  • Causes a small ground bounce on air hit.

5H is used in both combos and block strings along with 2H and 6H. Compared to 2H, 5H is more likely to consistently hit due to it's larger horizontal hitbox, but Millia loses out on better meterless counter hit combos. Note that 5H is only safe at mid-long range. If Millia ends up being too close to be be safe, she can link into Lust Shaker which will make her -5 instead of -8 (it doesn't leave any gaps to mash a reversal either).

5D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 [50] High 20 [28] 3 26 -15 [-10] None

Uncharged Dust
  • Uncharged dust on-hit is 0 or neutral frame advantage and causes float
  • Causes 80% proration on-hit

Uncharged dust is useful for beginners as [ 5D > 88.RRC > ...] is easier and only slight slower than [ tk.236P > 88.RRC > ...], but is significantly faster than [ 6H(1) > j.236P > 88.RRC > ...]. It can also be used as a way to cash out on built-up R.I.S.C. gauge by doing [ 5D FRRC c.S > ...]. But since Millia tends to focus more on mixups rather than block strings, this isn't really practical as her opponents will not have enough R.I.S.C. to justify this technique. Avoid using uncharged dust without RC as uncharged dust on-hit leaves Millia on neutral frame advantage which is extremely bad for her.


Charged Dust
  • Data in [] represents values when fully charged.
  • Charged dust leads to soft knockdown (+36).
  • Holding up during the hitstop frames of charged dust will activate homing jump:
    • Doing a homing jump will cause an area shift and put the opponent into a unique high damaging air combo state.
    • Pressing any attack twice without jump/dash cancel will activate the homing jump finisher causing a hard knockdown (+23).
    • Homing jump combos can sometimes increase meter balance enough to activate positive bonus.

Due to it's large and easy to spot animation combined with it's very slow start up, it can be pretty easy for a capable opponent to react and block Millia's charged dust. Charged dust is mainly going to be used as a punish tool or as a follow up to H Tandem Top since the plus frames will keep charged dust safe. It's also possible to get a cheeky charged dust to work if the opponent was waiting for a different mixup or due to reduced reactions speeds caused by rollback frames.

6P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
26 All 9 9 16 -11 1-2F Upper Body, 3-11F Above Knee

  • Universal upper body invulnerability attack.
  • Hard knockdown on air counter.

Fast upper-body invincibility attack that's good for beating jump-ins (especially air dash jump-ins). The upper-body invul can also be useful for low profiling most long range pokes if timed correctly. Getting anti-air counter hit with 6P is extremely important as it allows her to set-up meaty H Tandem Top oki from anywhere on screen thanks to Mirazh canceling.

6K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
35 High 28 2 14 -2 13-29F Below Knee

  • Despite what the animation may suggest, the move is not considered airborne. Therefore it is not grab invincible.
  • 6K is tied with charged dust ( 5[D]) as being her slowest overhead.
  • Can be canceled into other specials/supers on-hit.
  • Forced crouch on ground hit, mild ground bounce on air hit.

6K is a slow overhead that can comboed on-hit or made safe on-block using special moves thanks to it's new special/super cancelable property. Lust Shaker is going to be the the main choice for special canceling as it's safe on 3-hit and soft knockdowns on 9-hit. With meter, using Purple RC S Tandem Top and Septem Voices are much more favorable choices. PRC S Tandem Top can combo into a corner carry soft knockdown, or a 4-way mixup if it's blocked instead. Septem Voices on-hit can be converted into a meaty H Tandem Top, and it also leaves her plus on-block although it's not enough to really do anything

Pro Tip: Be sure to condition the opponent not to mash with frame traps before trying to go for 6K.

6H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20,40 All 17 5(13)4 23 -8 9-21F Airborne

  • First hit makes Millia airborne making it grab invincible and air-special cancelable.
  • Long ground bounces on air hit.

6H is used in both combos and block strings along with 2H and 5H. When used in block strings, 6H is usually used to chase down an opponent using FD or to special cancel into Bad Moon (generally not advised in high level play). In terms of comboing, 6H is great for it's superior corner carry, higher damage, and it's ability to sometimes loop when combined with Mirazh. 6H also has some pretty good combos off counter hit as she can cancel the first hit of 6H into Turbo Fall or Kapel for either high raw damage or for a meaty H Tandem Top setup. CH 6H will mainly come from meaty 6H after a knockdown to counter wake-up grab.

2P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
18 All 5 2 10 -2 None

  • Can gatling into itself
  • Millia's fastest jab
  • Can hit crouching opponents unlike 5P

Since 2P is her fastest jab, she can use it defensively to escape pressure or to intercept an opponent's tick-throw. She can also use it as a tick-throw herself, but 5K is usually better since it has multiple mixup options for the opponent to worry about aside from tick-throw making it more effective. 2P is also effective at baiting yellow RC and burst. If she hits her opponent with 1P, the 2P will still come out and it'll automatically block any YRC/burst at the same time. If they don't YRC/burst, she can either do a tick-throw or a delayed 2P to reset to neutral.

Gatling Options: 5P, 2P, 6P, 6K, 6H

2K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
18 Low 6 3 12 -3 None

  • Can OTG into Mirazh for a left/right mixup (Doesn't work on PO, FA, NA, GO).
  • Trips on air hit.
  • 70% proration.

2K's speed makes it great for whiff punishing an opponent or as a low mixup. It can also be used as a defensive jab over 2P as it has better reward and range at the cost of being slightly slower. Combos into 2D allowing for a meaty H Tandem Top oki. Against non-big body characters, 2K can also OTG into Mirazh for a nasty two way mixup. In order to do this, Millia must be as close as possible with as much dash momentum as she can, so being fast is the main trick for getting the mixup to work. Trip on air-hit can also offer a very niche combo extending property.

Gatling Options: 6P, 6K, 6H, 5D, 2D

2S

2H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
45 All 14 7 17 -7 None

  • Launches on-hit
  • If Millia doesn't follow up, opponent will soft knockdown after landing (+40/+35 with Mirazh).

2H is used in both combos and block strings along with 5H and 6H. When used in a block string, 2H can have massive punishes if it counter hits on frame trap. However, the move is risky to use after a 2S as it tends to whiff (especially if the opponent FDs). In combos, its launch on hit property is extremely useful as keeps the opponent in the air longer after Iron Savior giving more time for oki set-ups. Alternatively, Millia can take advantage of the launch to setup Septem Voices combos.

2D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 Low 12 3 22 -11 None

  • Makes opponent hard knockdown giving +48 frame advantage (+45 with Mirazh)

Millia's primary set up for meaty H Tandem Top okizeme. 5K and 2K are the main moves Millia will use to gatling into 2D. Gatling c.S into 2D is also an option, but c.S has higher damaging combos that still lead into hard knockdowns so whether or not it's worth it is debatable. Be careful and always hit confirm into 2D as 2D is -11 on-block and doesn't have any no-gap cancels to make it safe. 2D is potentially death on-block depending on the opponent's reversal tools.

j.P

j.K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20 High 6 4 12 - None

  • Can be canceled into Jump, air-dash, or air-backdash.

One of Millia's main air combo tools along with j.S and j.D. In combos, j.K is interchangeable with j.S. However, j.K is faster, has a larger hitbox, and launches the opponent higher than j.S, but it does noticeably lower damage. Millia can also use it to overhead the opponent during a mixup if she needs something faster than j.H. It's a popular choice for delay H Tandem Top oki for this reason. Rising j.K into another air normal before landing is good way to control air space.

Gatling Options: j.D

j.S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
32 High 7 4 14 - None

  • Can be canceled into Jump, air-dash, or air-backdash.
  • Gives medium counter hit
  • Whiffs on most crouchers or low profile attacks

Millia's main air combo tool and air-to-air poke. As an air combo tool, j.S will deal more damage than j.K. But if j.S might whiff, it can usually be swapped for j.K to keep the combo going. It's also an excellent air poke due to it's counter hit property and range. Rising j.S into another air normal before landing is good way to control air space.

Gatling Options: j.H, j.D

j.H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
35 High 8 10 25 - None

  • Can be canceled into Jump, air-dash, or air-backdash.
  • Gives medium counter hit
  • Hits both sides of Millia.

Millia's main left/right mixup tool in the air thanks to its hitbox hitting both sides of Millia. It's low hitbox and long active time grants it the ability to easily hit crouching opponents and sometimes even 6Ps. It will also be the main go-to air normal for safe jumping due to it's decently high attack level and low landing recovery. If j.H hits the opponent, its should only really be followed up with c.S. Canceling c.S's first hit into 2D allows Millia to do crossup H Tandem Top unlike 2K, and it also lead into great pressure if they end up blocking instead. Only use 2K if the opponent has been condition to block only high (micro dash so crossup H Tandem Top is an option on the table).

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
35 High 9 7 27 - None

  • Can be canceled into Jump, air-dash, or air-backdash.
  • Does not launch on hit.
  • Slows down Millia's fall during startup and shifts her upwards during the active frames.

j.D is mainly only used for air combos, but it does have a niche usage as a mixup tool. Since j.D will shift Millia's momentum upwards, airdash canceling a j.D sets up a crossup. Be aware though, that it can be reacted to by a capable opponent or be mashed, so use it sparingly. j.D is death on whiff so always combo into it instead of doing it raw.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
0,70 Throw 2 3 Total 42 - None

  • Hard knockdown gives +61 frame advantage (12 frame gap for H Tandem Top oki).
  • Millia can act slightly before the camera is done moving (don't let this frame advantage go to waste).
  • Back throw in the corner is extremely strong as it pulls the opponent away from the corner allowing for a 4-way mixup.
    • Offensive back throw (Opponent in corner) puts Millia in-between the opponent and the wall.
    • Defensive back throw (Millia in corner) will very subtly leave a gap between the opponent and the wall.

Millia's throw leaves her extremely plus allowing her to go for four main mixups: Airdash 4-way mixup, 5K/ c.S OTG, 2K Mirazh OTG, or delay H Tandem Top oki. Using airdash to 4-way mixup should be the main default midscreen mixup as it both leads into meaty H Tandem Top oki and safe jumps if timed correctly. 5K/ c.S OTG is another option that can be used to throw off an opponent that's too used to the airdash 4-way mix allowing Millia to potentially steal a game. Similarly, 2K Mirazh OTG is a character specific mixup that's hard to do but is completely unreactable, leads into great reward on-hit, and is deceptively fast enough to beat grabs.

The final option, delay H Tandem Top oki, initial seems like a good option. However, because grab H Tandem Top oki leaves a 12 frame gap, a knowledgeable opponent could have serval escape options at their disposal. Most non-invincible escape options lose to j.H, but j.H only leaves Millia with a 2-way mixup to follow up with. It's best to only use delay H Tandem Top oki in the corner since corner mixups are always exclusively high/lows anyway, but Millia can still use midscreen delay H Tandem Top oki if she is willing to take the risk.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
0,40,30 Throw 2 3 Total 42 - None

  • Hard knockdown gives +47 frame advantage
  • Puts Millia full screen after the cinematic

Air grab is mainly used if Millia is extremely confident the opponent is going to air block since air grab is the only option that beats air blocking. It can also be useful in scenarios where her air normals and anti-airs will likely lose against her opponent's option. Air grab won't setup any okizeme mixups midscreen, but she does has time to meaty with c.S allowing her to strike/throw mix. In the corner, it's possible for her to do a basic high/low mixup with an airdash.

Special Moves

Tandem Top

236S/ H

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
236S 35 All 12 14 Total 48 -14 9-41F Airborne, 42-45F Below Knee
236H 32×2 All 73 34 Total 55 - 18F onwards Airborne

Also known as "Disc" by the community.

S Tandem Top
  • Fully extends at frame 48 giving -1 frame advantage instead of -14.
    • Other forms of meaty contact (such as meaty okizeme or air-hitting) can also achieve -1 frame advantage.
  • Makes opponent soft knockdown (+29/+42 with a perfect meaty), but this is only useful in the corner.
  • Launches Millia upward allowing her to evade some attacks while still putting offense.
  • Puts Millia in counter hit state for the entire duration.

Great poke for players that abuse long range disjointed pokes such as Sol's 6S, Gio's 2D, Ramlethal's f.S, etc. It can also be used as a combo ender when f.S > 5H will not link into Iron Savior due to distance. It also offers her some excellent corner combos when combined with 2H as the launch from 2H will cause S Disc to hit meaty. 2H meaty S Disc can link into anything faster than 12 frames. If Millia is desperate, forward-drift PRC S Disc is an easy get in option that can combo on-hit or 2-way mix on-block (can 4-way sometimes depending on distance).


H Tandem Top
  • Launches Millia even higher and recovers before landing with all air options still being available.
  • Will land and can act on frame 66
  • When referring to it's use during okizeme, the move has two main types: Meaty H Disc (hits opponent immediately) and delay H Disc (doesn't hit immediately)
Meaty H disc setups: 2D, air counter hit 6P, Septem Voices, any delay H disc starter + purple RC, any red RC hit
Delay H disc setups: Ground grab, 2H, air-hit c.S, air-hit 6H, Iron Savior, delaying a meaty H disc starter
Some Notes: 1) Some setups only work in the corner. 2) Not all delay H disc setups are the same. Some have bigger gaps than others.

Meaty H disc is probably Millia's most important knockdown okizeme of all as it has the highest chance of successful mixup due to its mixup chains. Her meaty H Disc mixups fall under two categories: non-hit left/right, and 4-way hit. Non-hit left/right is the best option as it leads to really high damage and corner carring combos, but it can only be done if Millia doesn't press a button to hit the opponent (the exception being sameside 2K). 4-way hit is exactly what it sounds like and it involves hitting the opponent left/right/high/low with any attack. Unfortunately by hitting the opponent, they won't launch as high leading to weaker combo follow ups.

Delay H disc is significantly worse than its meaty counterpart, but it's still useful when used correctly. The main problem with delay H disc is jump-outs and reversals. Although not all of them suffer from this, the main delay H disc setups (Ground grab and Iron Savior) will. Using j.K is the main method of dealing with jump-outs due to it being pretty fast and having a higher attack level than j.P. However j.S and j.H are also good options as j.S can counter hit, and j.H can hit 6Ps. Once the opponent has been condition not to jump out, Millia can use delay H disc the same way she would a Meaty H Disc. If there is a good chance of the opponent will use a DP or reversal, then don't go for delay H disc but instead go for Safe jumps as they have a much higher chance of success. It's also possible to fake out a delay H Disc with forward-drift RC if timed correctly.

Bad Moon

j.236P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
5*N,31 High 11 Until Ground 20 + 12L -21 None

  • Can be used on the ground with a Tiger Knee input ( 2369P or InputIcon 236.pngInputIcon 9.pngGGST P Prompt.png).
Tip #1: Slightly delay the GGST P Prompt.png because there's a 4 frame startup to jump.
Tip #2: To do a jump cancel TK, wait until the last second of the attack's animation before doing TK. (jump cancel TK is unnecessary, just input Bad Moon normally)
Tip #3: Doing a InputIcon 23698.pngGGST P Prompt.png input will still work as a TK Bad Moon (useful for up-drift RC)
  • Fastest TK Bad Moon is 16 frames.
  • Alternatively Millia can use [ 6H(1) > 236P] to use Bad Moon on the ground, but this is slower.
  • Makes opponent soft knockdown (+16), but this is only useful in the corner.

Millia's infamous instant overhead. The move is very fast and hits overhead making it an important mixup tool. Midscreen Bad Moon only allows Millia to meaty with f.S or 2D while in the corner it's possible to meaty with c.S or she can 2S/Bad Moon/Grab for a 3 way mixup. Having 50 meter to use RRC makes this a much more powerful tool. tk.236P > 88.RRC will either hit confirm into a combo or lock the opponent in block stun for a brutal 4-way mixup. She can also use Bad Moon to end her air combos, however, using Kapel safe jumps and c.S relaunches will generally lead into more favorable positioning.

Iron Savior

214P

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
43 Low 20 till corner 17 + 10L -12 10F onwards Airborne

Also known as "Hair Car" by the community.

  • Hits low and gives a hard knockdown (+63).
  • Her highest damaging OTG making it good for finishing the opponent off (doesn't work on Winger's KD)
  • Hitbox extends past Millia's foot making it a decent disjointed poke.
  • Upon recovery, Millia now jumps forward instead of back making her more punishable but also allows for new combos.

Iron Savior serves two main purposes: ending combos and being a high commitment poke. Ending combos with Iron Savior gives a +62 knockdown which is ample time to either set up a j.P/ j.K safe jump or a classic run up airdash 4-way mixup. Using Iron Savior as poke can also be useful thanks to the low profile past her knee, disjointed hitbox past the foot, and decent combos on counter hit. The move is perfect for stuffing out the attacks of zoning mashers (not Axl) or to poke players who tend not to crouch block or jump during footsies. When using Iron Savior raw, Millia should be prepared to use PRC to make it safe in the event it is blocked.

With Red RC, it can also be used as a means of setting up mixups. There are two categories of mixups: Fast RRC & Normal RRC mixups. FRRC mixups are good for calling out the opponent's reaction speed as the speed they come out can be overwhelming. However, doing a FRRC is a very high commitment mixup option that can be somewhat unsafe of block. Not to mention if the Iron Savior actually hits, Millia will lose out on a free combo. Normal RRC on the other hand tends to be a little safer and if the Iron savior connects, it's easy to react and convert into full combo.

  • FRRC mixups include: [66.FRRC j.K], [22.FRRC 2K], [(66)FRRC j.H (whiff) land 2K/throw], [66.RRC j.D airdash j.H].
  • Normal RRC mixups include: [66.RRC j.K/ j.H], [66.RRC land 2K], [66.RRC j.P land 2K/throw], [66.RRC j.D airdash j.H]

Turbo Fall

j.236K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - 14 - 12L - None

  • Millia pauses and then shoots downward at a steep angle.
  • Can phase through opponents.
  • Can be canceled mid animation into any air special.

By canceling Turbo Fall into Kapel, Millia can make her opponent very wary of trying to punish/intercept her while doing this move. This makes Turbo Fall a decent air approach option with good conditioning. It also has applications for okizeme as it allows Millia to quickly cross through opponents and end up on the other side allowing for a high/low/grab mix. This is especially useful after a meaty H Tandem Top oki to counter any reversal attempts if close enough and timed correctly.

Mirazh

214K

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - - - Total 28 - 1-4F Upper Body
5-25F Above Knee

  • Can phase through opponents.
  • Can be canceled mid animation into any ground special/super.
  • Very similar upper body invulnerability to 6P.
  • Millia starts moving at approximately frame ~10 and stops moving at about frame ~20.

Millia's Roll replacement that's slower and isn't nearly as low profile. Due to how long it takes to recover from Mirazh, it's one of Millia's weaker delay mixups since run up grab/jab are usually faster and are more guranteed to actually mix the opponent. Mixing with Mirazh seems to be more effective on online matches or in scenarios where the opponent was more focused on her other mixups.

The main usage for Mirazh however, isn't for mixing up the opponent but rather for Mirazh canceling. In neutral, Mirazh cancels are mainly to low profile projectiles into Iron Savior counter hit, but they can also be used to approach quickly into a PRC S Tandem Top poke. In combos, Mirazh cancels are vital for opening up newer higher damaging combos or for gaining better positioning for oki setups.

Lust Shaker

214S (mash OK)

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
7×3~9 All 17 1[(3)1]*2~8 16 -5, -7, -9 None

  • Depending on how much Millia mashes GGST S Prompt.png, Millia can get 3 different versions: 3-hit, 6-hit, and 9-hit
  • Each version has slightly more range than the last
  • As of Ver 1.10, it no longer looses to 6P
  • Chip damage is underwhelming but FD meter drain is godlike
  • The last hit will have extra knockback
3-hit and 6-hit are safe on block depending on distance, however, some characters can punish 9-hit regardless of distance (like GGST Sol Badguy Icon.png Sol's 6H
GGST Sol 6H.png
Guard:
All
Startup:
9
Recovery:
38
Advantage:
-22
or GGST Ky Kiske Icon.png Ky's Stun Dipper
GGST Ky Kiske Stun Dipper 1.png
Guard:
Low, All
Startup:
5
Recovery:
26
Advantage:
-15 [-10]
). Mainly used to make unsafe block stings more safe, frame trapping, or to drain the meter of an opponent who abuses FD. Despite the chip being low, it can also be a useful way to finish off a low health opponent especially if Millia has meter to red RC into another Lust Shaker.

Kapel

j.236H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30 All 13 - Total 30 -4 at lowest height 1-12F Lower Body

  • Millia recovers in air after half a second and can still use attacks or specials but not airdashes or double jumps.
  • Makes opponent soft knockdown (+32 with TK Kapel, but will be lower the higher Millia is from ground)
  • In Counter Hit State until frame 15.

Kapels main usage tends to be approaching and counter anti-airing. Millia can either use it early to launch herself towards her opponent which can be hard to anti-air if she crosses up. Or if she is already approaching the opponent, she can use it if she feels the opponent is about to try an anti-air her. If Kapel hits the opponent and launches them in the same direction Millia goes, she can meaty with c.S. Approaching and counter anti-airing is especially powerful when combined with Turbo Fall as the two combined can make it very hard to anti-air Millia.

However, Kapel can also be used for things other than approaching like safe jumping and air comboing. If Millia drops her air combos with Kapel at very specific points, she can safe jump with j.H as she is landing. She can also use it in her air combos near the corner to adjust the height between her and the opponent allowing for higher damaging combos that will wall splat the opponent low to the ground for a Winger wall break. Depening on her height, she can also combo off an anti-air Kapel as well.

Overdrives

Winger

632146H

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20×5,60 Mid*5, High 6+1 10(9)15 30 -22 1-8F Full
7-40F Airborne

  • Rises up to do 5 hits, then dives for a stronger final hit.
  • Only the last hit will wall break
  • Last hit gives hard knockdown (+31) which is enough to meaty 5K/ c.S
  • Invincible start-up

Millia's reversal super that's also her only reversal in general. Despite it being her only true reversal, Winger is rarely ever used to reversal due to it being extremely minus on block and having a very small horizontal hitbox. Instead, it's better to use FD > Super jump, Yellow RC, or FD > Septem Voices to escape. However the move is still useful for wall breaking as it does more damage than Septem Voices and gives a hard knockdown. Beware though, if the opponent is too high then the final hit will whiff the wall break. Millia can use this whiff to her to advantage though by doing a jump > airdash for a high/low mixup.

Septem Voices

236236S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
20×2,60 All 4+5 till corner Total 43 +8 9-26F Airborne

  • On-hit, it will hard knockdown the opponent (+67 point blank, but increases significantly with distance or with air-hit)
  • Juggles opponent on air-hit making it even more plus
  • Beats every non-super projectile in the game. Loses to every super projectile except Zato's Sun Void (It will trade but Eddie still comes back)

Using Septem Voices is probably one of the more important usages of meter for Millia besides setting up 4-way mixups with RC.

As a reversal tool, despite it not having any invul, Septem Voices can actually be a really useful way to get out of pressure given the right circumstances. As long as, the opponent isn't close enough to intercept Millia (using FD can make this a possibility), whipping out Septem Voices is an extremely consistent way of getting out of pressure. The only way to stop reversal Septem Voices is to jump, but this can be baited by merely waiting and then running under their jump. If they don't jump, use super jump to escape instead.

It's also an amazing tool for comboing. Septem Voices does a lot of damage to the opponent and doesn't increase scaling making combos involving the move pretty high in damage (at least by Millia standards). Landing Septem Voices on hit leaves Millia plus enough to dash and setup a meaty H Tandem Top' oki. However on air-hit, the air juggle Septem Voices causes leaves Millia so plus she can actually combo off it. Making air-hit Septem voices a strong option to finish off an opponent.


66% complete
Page Status %
Overview Images added by MDD, still needs overview paragraph, improved move description and playstyle description. 13/20
Combos Still needs combo theory, example videos and more combo notations. 3/10
Strategy Empty. 0/20
Frame Data Seems complete. 50/50
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Ambox notice.png To edit frame data, edit values in GGST/Millia Rage/Data.