GGST/Millia Rage: Difference between revisions

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==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{GGST/CharacterLinks}}
{{Overview
<div id="home-content" class="home-grid">
| 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.
{{card|width=4
|header=Overview
|content= 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 ''[[{{PAGENAME}}#Turbo Fall|Turbo Fall]]'' and ''[[{{PAGENAME}}#Kapel|Kapel]]'', netting her for whiff punishes with {{clr|2|j.K}} and {{clr|3|j.S}}. She can also fish for knockdowns with ground attacks like {{clr|3|f.S}}, {{clr|2|2K}} and {{clr|2|5K}}, the last of which can gatling into itself for good mix-ups and stagger pressure.  
Her mobility makes traversing the battlefield a breeze. She runs quickly, has two air dashes, and two special moves that alter her air momentum ({{MMC|input=j.236K|label=[[#Turbo Fall|Turbo Fall]]}} and {{MMC|input=j.236H|label=[[#Kapel|Kapel]]}}) allowing her to easily whiff punish the opponent. She can also fish for knockdowns with ground attacks like {{clr|K|2K}}, and {{clr|K|5K}} which can gatling into itself for good mix-ups and stagger pressure. She can combine her fast ground speed with moves like {{clr|S|f.S}} along with {{prompt|GGST|S|18px}} {{MMC|input=236S|label=[[#Tandem Top|Tandem Top]]}} to hit larger pokes and command neutral.


Millia has access to unmatched oki setups via {{prompt|GGST|H}} ''[[{{PAGENAME}}#Tandem Top|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: {{clr|2|2K}}, {{clr|3|2S}}, and {{clr|5|2D}} are good lows, whereas {{clr|2|6K}}, {{clr|5|5D}}, ''[[{{PAGENAME}}#Bad Moon|Bad Moon]]'' and air normals provide her with many overheads. She can cross-up with {{clr|4|j.H}} or pass through opponents with ''[[{{PAGENAME}}#Turbo Fall|Turbo Fall]]'' or ''[[{{PAGENAME}}#Mirazh|Mirazh]]''. By cycling these tools, Millia can loop her opponent in guessing situations over and over until they meet a swift end.  
Millia has access to dominant okizeme mixups due to her extremely powerful {{prompt|GGST|H|18px}} Tandem Top projectile. She recovers mid-air before the disk is active, giving her ample time to mix her opponent with the many tools in her box of tricks. Her main mixup consists of using airdashes for crossing up or not, although this changes depending on the knockdown. Her {{clr|H|j.H}} is especially notable due to its low hitbox and ability to hit both sides of Millia, and is used in many safejumps. She can also make use of Turbo Fall to crossup opponents stuck in the corner if she wants to move them back to midstage.


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 makes it difficult to escape pressure. However, with good usage of her movement and spacing tools, bad situations can be avoided.
Millia's {{MMC|input=214K|label=[[#Mirazh|Mirazh]]}} and Turbo Fall also have the very unique and powerful ability to be special canceled mid-animation. Special canceling Mirazh is primarily used for better okizeme and/or damage in conversions, but can also be used to act out of Mirazh sooner when using it to evade moves or in pressure. Special canceling Turbo Fall is mostly used for canceling into Kapel to create a different arc of movement in the air and keep the opponent guessing about trying to anti-air Millia.


With incredible aerial movement and devastating, looping okizeme set-ups, Millia is nothing less than the setplay queen of Guilty Gear.
Millia’s main weakness is her low health combined with her high [[GGST/Damage#R.I.S.C._Level|R.I.S.C]] gain. This means that Millia is highly susceptible to dying in 2-3 interactions or even 1 if she's unlucky. Furthermore, her defensive options do not balance it all out. Her fastest jab, {{clr|P|2P}}, is particularly fast but is a highly risky option in many cases opening her to being counter hit and taking a massive chunk of damage with her low health and high R.I.S.C gain. Her only reversal is her Overdrive, {{MMC|input=632146H|label=[[#Winger|Winger]]}}, which has subpar horizontal range and is easy to punish. The invulnerability on her backdash is below average (4f), although it makes up for this by having a fast recovery (16f total duration) making it more suited for neutral. She also has a very low meter multiplier, causing her to generally gain less meter than her opponent does, making it hard to offset their offense with defensive tools like Faultless Defense, YRC, or Overdrive.


| lore = She is silent and cold.
With incredible aerial movement and devastating okizeme mixups, Millia is nothing less than the setplay queen of Guilty Gear.
 
}}
However, since leaving the Guild, she no longer works only for profit as she once did.
{{GGST/Infobox
Now that she lives among ordinary people, Millia's come to feel a wider range of emotions.
| fastestAttack = [[#2P|{{clr|P|2P}}]] (4F)
She may not show it in her words or actions, but she's found herself able to sympathize with others.
| reversal = [[#Winger|Winger]] (9F)
When faced with an uncertain situation, she can even look like a normal girl her age sometimes.
}}
| summary =, 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.
{{ReasonsToPick
| pros =  
|intro={{Character Label|GGST|Millia Rage}} is a wielder of a forbidden art that turns her hair into a weapon and fights with swift movements — Blink and you'll miss her.
*'''Floats like a Butterfly:''' An extra airdash, a ''[[{{PAGENAME}}#Turbo Fall|fastfall]]'', a ''[[{{PAGENAME}}#Kapel|command double jump]]'', and a fast run on the ground makes Millia one of the fastest characters in the game.
|pickMe=
*'''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.
*Fast movement speed and many tricky mobility options to dance in and out of an opponent's effective range, both in the ground and air.
*'''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.
*Combos frequently leading into okizeme and safejumps to continue offense.
*'''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.
*Forcing coinflips and multi-layered mixups, especially with meter.
*'''Setplay Queen:''' Using ''[[{{PAGENAME}}#Tandem Top|H 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.
*Some of the most fearsome okizeme in the game on her best knockdowns.
*'''Oppressive Pressure:''' Millia's {{clr|2|5K}} and {{clr|3|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.
|avoidMe=
*'''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 {{clr|2|5K}} or {{clr|3|c.S}}.
*A fragile character, with extremely low health susceptible to high R.I.S.C. Small mistakes are very costly.
| cons =  
*Having to frequentlly route combos for better knockdowns rather than damage.
*'''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.
*Generally low damage combos, requiring you to whittle away at opponents with smaller hits.
*'''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.
| voice_actor = Japanese: Yuko Sumitomo <br/> English: Tara Platt
| difficulty_rating = 2
| official_difficulty = yes
}}
}}
</div>


==Normal Moves==
==Normal Moves==
{{FrameChartKey}}
===<big>{{clr|P|5P}}</big>===
{{GGST Move Card
|input=5P
|frameChart=auto
|description=
Deals decent damage and has good range for a {{clr|P|5P}}, but it'll whiff on most crouchers. Its above average active frames and low recovery makes for a good low commitment anti-air or preemptive attack.
* Can gatling into itself.
* Whiffs on most crouching characters.


===<big>{{clr|1|5P}}</big>===
[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_5P.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_5P_Hitbox.png |  
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-damage=19
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="5P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Whiffs on most crouching characters.
Deals decent damage and has good range for a {{clr|1|5P}}, but whiffs on most crouchers and has a heavy proration. Can anti-air opponents due to its high hitbox, good speed, and decent combos off air-hit. Can also be used as a move to control space in-front of Millia to preempt an attack/approach.


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
===<big>{{clr|K|5K}}</big>===
</div>
{{GGST Move Card
</div>
|input=5K
|frameChart=auto
|description=
Useful as a pressure tool when outside the proximity of {{clr|S|c.S}} or as more rewarding poke over {{clr|S|f.S}}. Usually {{clr|K|5K}} is galting'd into {{clr|D|2D}} > {{clr|H|H}} {{MMC|input = 236H|label = [[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki, but it can also combo into {{clr|H|6H}} on counterhit for higher damage but slightly worse oki. On airhit, combos cleanly into {{clr|H|6H}} for a wallbreak from most positions.
* Jump and Dash Cancelable on hit or block.
* One of the few {{clr|K|5K}}s that can gatling into itself and other {{clr|K|K}} normals.


===<big>{{clr|2|5K}}</big>===
[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_5K.png | One more 5K can't hurt
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_5K_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="5K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Jump cancelable
* One of the few {{clr|2|5K}} that can gatling into itself.
* 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).
{{clr|2|5K}} is Millia's main long range pressure tool and hit confirm into meaty ''[[{{PAGENAME}}#Tandem_Top|H Tandem Top]]'' oki. Its longer range and lower commitment is what separates it from {{clr|3|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 {{clr|3|f.S}} due to {{clr|2|5K}} having better follow up options, but this is only true if Millia gets real close to do {{clr|2|5K}}.
On hit, {{clr|2|5K}} should always be gatling into {{clr|5|2D}} > ''[[{{PAGENAME}}#Tandem_Top|H Tandem Top]]'' for an oki set-up since {{clr|2|5K}} doesn't really have any high damaging combos anyway. On block, {{clr|2|5K}} is a completely different beast. Since {{clr|2|5K}} can gatling into itself, it can be used to frame trap the opponent to condition them to not mash. Once they stop mashing, Millia can start going for delayed mix-ups like {{clr|2|6K}}, [jump cancel > air dash], ''[[{{PAGENAME}}#Mirazh|Mirazh]]'', or [dash > {{clr|2|5K}}/{{clr|3|c.S}}/grab].


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
===<big>{{clr|S|c.S}}</big>===
</div>
{{GGST Move Card
</div>
|input=c.S
|frameChart=auto
|description=
{{clr|S|c.S}} is Millia's main combo and pressure tool and a very good anti-air. Due to its extremely below average proximity distance, it is mainly used after jump-ins, as a meaty, or after pressure reseting with a dash. It can catch most backdashes if timed correctly, although {{clr|H|6H}} is generally more reliable. With 2 hits, some options such as {{keyword|TK}} {{MMC|input=j.236P|label=[[#Bad Moon|Bad Moon]]}} will whiff if the opponent uses Faultless Defense. This can be worked around by cancelling on the first hit of {{clr|S|c.S}}.
* Hits twice, jump and dash cancelable on both hits.
* Floating crumple on second hit.


===<big>{{clr|3|c.S}}</big>===
[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_c.S.png | Millia players only want to land one move, and it's busted
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_cS_1_Hitbox.png|1st Hit
GGST_Millia_Rage_cS_2_Hitbox.png|2nd Hit
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Hits twice, jump cancelable on both hits.
* Has a combined active hitbox of 6 frames meaning it can catch any backdash 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 great pressure, great block strings, great combo links, hit confirms, can anti-air, can burst bait, can OTG mixup, and catch jump outs/back dashes. Pretty much anything Millia needs, this move offers. The only problem is getting close enough to use the move in the first place. Millia's main openings for getting this move to land are going to be meaties after knockdowns, a mirco dash after poking with {{clr|2|5K}}, and anti-airing.


Using {{clr|3|c.S}} as a pressure tool is pretty much identical to {{clr|2|5K}}. However, it has the advantage of hit confirming so Millia doesn't have to guess if they blocked and also has much more varied block string routes to keep the opponent guessing. Although her {{clr|3|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.
===<big>{{clr|S|f.S}}</big>===
 
{{GGST Move Card
[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
|input=f.S
</div>
|frameChart=auto
</div>
|description=
A key whiff punish due to its large range for its fast startup. Having mediocre reward (outside of counterhit, only confirms into {{clr|S|S}} Disc at range), {{clr|S|f.S}} is mainly used as a bigger button to bully enemies with in neutral. On counterhit, Millia can make extensions like Mirazh canceled {{MMC|input=214P|label=[[#Iron Savior|Iron Savior]]}}. It can also be useful for boxing characters in the corner due to its range.
* High pushback, making it safe but also inconsistent for combos


===<big>{{clr|3|f.S}}</big>===
[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_f.S.png | I wonder if the head invuln has any practical use
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_fS_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* If hit at max range, the move is extremely safe.
* Millia's {{clr|3|f.S}} doesn't whiff against {{clr|1|6P}} unlike most {{clr|3|f.S}}es, but will still lose if {{clr|1|6P}} becomes active first.
Millia's primary footsie button for intercepting the opponents attacks. Links into a meterless knockdown with {{clr|4|5H}} > ''[[{{PAGENAME}}#Iron_Savior|Iron Savior]]'', but only when it hits mid-to-close range. Counter hit is required for max range {{clr|3|f.S}} to combo.


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
===<big>{{clr|H|5H}}</big>===
</div>
{{GGST Move Card
</div>
|input=5H
|frameChart=auto
|description=
{{clr|H|5H}} is used in both combos and block strings. Compared to {{clr|H|2H}}, {{clr|H|5H}} is more likely to consistently hit due to its larger horizontal range, but its combos have worse damage and oki.


===<big>{{clr|4|5H}}</big>===
{{clr|H|5H}} has a close hitbox that is unsafe on block (-8) but can be made safe by canceling into {{MMC|input=214S|label=[[{{PAGENAME}}#Lust_Shaker|Lust Shaker]]}} (-5). The far hitbox is already safe (-6) but can be cancelled into Lust Shaker for meter and chip damage, or Mirazh Lust Shaker for a frame trap.
<div class="attack-container">
* The move has two hitboxes: a close hitbox and far hitbox
<div class="attack-gallery">
** Close hitbox is active on frame 12 and is approximately {{clr|P|2P}} range.
<tabber>
** Far hitbox is active on frame 14 which is disjointed and leaves her -6 on block instead.
Images =
* Causes a small ground bounce on air hit.
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_5H.png |
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_5H_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Fully extends at frame 14.
* Causes a small ground bounce on air hit.
Millia's main ender to her block string frame traps along side with {{clr|4|2H}}. Compared to {{clr|4|2H}}, {{clr|4|5H}} is more likely to consistently hit due to it's larger horizontal hitbox, but Millia loses out on better meterless punishes. Note that {{clr|4|5H}} is only safe at mid-long range. If Millia does end up being too close to be safe, she can link into ''[[{{PAGENAME}}#Lust_Shaker|Lust Shaker]]'' which is safer than {{clr|4|5H}} (makes Millia -5 instead of -8) and won't leave any gaps to mash a reversal.
</div>
</div>


===<big>{{clr|5|5D}}</big>===
===<big>{{clr|D|5D}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=5D, 5[D]
<tabber>
|versioned=name
Images =  
|frameChart=auto
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGST_Millia_Rage_5D.png |
Universal overhead attack. Tapping {{Prompt|GGST|D}} gives a fast but weak overhead, while holding down {{Prompt|GGST|D}} will give a much slower but much more powerful strike.
</gallery>
----
|-|
;Uncharged Dust
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
Uncharged Dust is overall not useful for Millia as it is unsafe on block and more reactable than using {{Keyword|TK}} {{MMC|input=j.236P|label=[[#Bad Moon|Bad Moon]]}}, and doesn't often a better situation with meter either, meaning she never has a reason to use uncharged Dust over Bad Moon.
GGST_Millia_Rage_5D_Hitbox.png
* Floating crumple on hit, +0.
</gallery>
----
</tabber>
;Charged Dust
</div>
''On-hit, holding {{Ni|8}} will activate [[GGST/Offense#Homing_Jump|{{Tt|Homing Jump|Hold any upwards direction after hitting an opponent with a raw, fully charged Dust Attack to leap into the air and chase them.}}]] for a large combo opportunity.''
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* Data in [] represents values when fully charged.
* Holding up during the hitstop frames of charged dust will activate homing dust.
* Doing a homing dust will cause an area shift and put the opponent into a unique air combo state.
* Ending your homing dust combo with the homing dust finisher will hard knockdown the opponent.
* Homing dust can sometimes increase meter balance enough to activate positive bonus.


While uncharged dust may be faster than charged dust, since uncharged dust doesn't combo and leaves Millia on neutral frame advantage (which is extremely bad for her) it ends up never getting used. Meanwhile, charged dust due it's large and easy to spot animation combined with it's 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 or a follow up to ''[[{{PAGENAME}}#Tandem_Top|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 to react to.
Its large, easy to spot animation combined with its very slow start up makes it extremely reactable. Because of this, charged Dust is only used as a punish tool or in combos as a juggle, and sometimes to break the wall with. Its use as a mixup is only as much as you value styling on your foes.
</div>
* Leads to soft knockdown if not cancelled into Homing Jump (+36).
</div>


===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_6P.png | The Lily of Steel - now with a free Tandem Top oki on CH
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_6P_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="6P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* 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. If Millia gets an air counter hit in the corner, then it's possible to set up a meaty ''[[{{PAGENAME}}#Tandem_Top|H Tandem Top]]'' oki.
</div>
</div>


===<big>{{clr|2|6K}}</big>===
===<big>{{clr|P|2P}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=2P
<tabber>
|frameChart=auto
Images =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
{{clr|P|2P}} is Millia's fastest jab allowing her to use it to escape pressure or to intercept a tick-throw. {{clr|P|2P}} will combo into {{clr|H|6H}} or {{clr|K|2K}} on counterhit, so choose for damage or oki accordingly. While one of the fastest jabs in the game, Millia is still a low hp character and should use this move on defense very carefully to avoid dying too easily, favoring options like jump and dash blocking.  
GGST_Millia_Rage_6K.png | Millia's most underrated move
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_6K_Hitbox.png | If she had kicked with both legs, she would have had her old 6K back
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="6K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
|}
==== ====
* Makes Millia +4 on standing hit, +5 on crouching hit.
* Very mild ground bounce on air hit.
* Despite what the animation may suggest, the move is not considered airborne. Therefore it is not grab invincible.
Out of all the overheads Millia has, {{clr|2|6K}} is tied with charged dust as being her slowest overheads. Despite it being one of the slowest, it's probably the most useful overhead out of all of them. It's the only overhead that's not only plus on hit (+4/+5), but also plus on block (+1). Meaning that as long as the move hits, it's an extremely low risk way to overhead the opponent. On hit, +4 frame advantage is enough to get a {{clr|2|2K}} out to catch any attempts to jab Millia, but normally Millia will get a +5 from crouching hit which allows her to use {{clr|2|5K}} instead. In practice though, it's usually better to do run-up grab or {{clr|3|c.S}} over {{clr|2|5K}}/{{clr|2|2K}} since getting a successful {{clr|2|6K}} means the opponent didn't expect to get overhead reducing their reaction speed. On block, +1 isn't enough to extend pressure, but at least it means Millia can't get punished like other overheads do when they get blocked. Other overheads like TK ''[[{{PAGENAME}}#Bad Moon|Bad Moon]]'' are still useful and important because {{clr|2|6K}} can be fuzzy blocked if Millia exclusively goes for it.


'''Pro Tip:''' Be sure to condition the opponent not to mash with frame traps before trying to go for {{clr|2|6K}}.
{{clr|P|2P}} can be used as a YRC/Burst bait or to tick-throw if they don't YRC/Burst. Aside from that, {{clr|K|5K}} is usually a better tick-throw as it has additional mixup options and better frame traps.
</div>
* Can gatling into itself
</div>


===<big>{{clr|4|6H}}</big>===
[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_6H_1.png | The go-to for pressuring
GGST_Millia_Rage_6H_2.png | What increases her corner carry
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_6H_1_Hitbox.png | First Hit
GGST_Millia_Rage_6H_2_Hitbox.png | Second Hit
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="6H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* First hit makes Millia airborne making it grab invincible and air-special cancelable.
* If blocked, there is a 2 frame gap in-between both hits
* Has a niche usage of catching wake-up backdash.
* Long ground bounces on air hit.
{{clr|4|6H}} is a move that can used in both combos and block strings much like {{clr|4|2H}}. When used in block strings, {{clr|4|6H}} will auto frame trap the opponent, but it can be punished if the opponent uses an invincible reversal inbetween the two hits. It is generally advised not to block string with {{clr|4|6H}} unless Millia is going for a ''[[{{PAGENAME}}#Bad_Moon|Bad Moon]]''. In terms of comboing, {{clr|4|6H}} will be mainly used as a combo extender for it's superior corner carry, higher damage, and it's ability to sometimes loop when combined with ''[[{{PAGENAME}}#Mirazh|Mirazh]]'' for even more damage. However, in most situations {{clr|4|2H}} is generally a better combo extender.


If Millia gets a counter hit {{clr|4|6H}}, she gains access to some high-damaging combos with the help of ''[[{{PAGENAME}}#Turbo_Fall|Turbo Fall]]'' & ''[[{{PAGENAME}}#Kapel|Kapel]]''. The most common scenario to get counter hit {{clr|4|6H}} is when it's used to meaty an opponent. The first hit of {{clr|4|6H}} is considered airborne meaning meaty {{clr|4|6H}} will counter hit a player who spams wake-up grab. After the counter hit, Millia can either use ''[[{{PAGENAME}}#Turbo_Fall|Turbo Fall]]'' (lower damage but higher consistency) or ''[[{{PAGENAME}}#Kapel|Kapel]]'' (higher damage, only works up close, whiffs on Ino) to get potentially high damaging combos thanks to {{clr|4|6H}}'s minimal damage scaling.
===<big>{{clr|K|2K}}</big>===
</div>
{{GGST Move Card
</div>
|input=2K
|frameChart=auto
|description=
{{clr|K|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 {{clr|P|2P}} for its better reward, range, and low profile at the cost of being slightly slower (enough to lose to tick throws). {{clr|K|2K}}'s low profile also makes it useful as a poke and sometimes even an anti-air (particularly on cross-up). Combos into {{clr|D|2D}} allowing for meaty {{MMC|input=236H|label={{clr|H|H}} [[#Tandem Top|Tandem Top]]}} oki.  
* Trips on air hit.


===<big>{{clr|1|2P}}</big>===
[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_2P.png | It's born only for tick-throwing
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_2P_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="2P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
Unlike {{clr|1|5P}}, {{clr|1|2P}} actually can hit crouching opponents and is also a frame faster, but has the downside of reduced range. As a defensive jab, this move is inferior to {{clr|2|2K}} as {{clr|2|2K}} has more range and stronger punishes. Instead {{clr|1|2P}}'s main usage falls under baiting yellow RC. Since Millia really struggles to escape during the YRC guard crush state, it's not too uncommon for higher level players to spam YRC during her pressure. If she hits her opponent with {{clr|1|1P}} on block, {{clr|1|2P}} will still come out, but holding the 1 direction means she'll automatically block any YRC attempt. If they don't YRC, do a delayed {{clr|1|1P}} again to reset to neutral or walk/run-up grab to tick throw.


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}
===<big>{{clr|S|2S}}</big>===
</div>
{{GGST Move Card
</div>
|input=2S
|frameChart=auto
|description=
Her main block string gatling after {{clr|S|c.S}} as it hits low and can gatling into frame traps or true blockstring into moves to make her safe. It's also a niche alternative poking tool over {{clr|S|f.S}} as it doesn't whiff against low profiling opponents and has more rewarding combos on counter hit, but is slower and doesn't reach as far.
* OTG damage isn't her highest, but it can be {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}} canceled into {{MMC|input=214S|label=[[{{PAGENAME}}#Lust Shaker|Lust Shaker]]}} chip damage (delay slightly).
* Trips on air hit.


===<big>{{clr|2|2K}}</big>===
[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_2K.png | Oh, you're blocking high?
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_2K_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="2K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Trips on air hit.
* 70% proration.
{{clr|2|2K}} is one of her fastest ground normals making it a great punish tool, low mixup, or even a defensive jab to escape pressure. Combos into {{clr|5|2D}} allowing for a meaty ''[[{{PAGENAME}}#Tandem_Top|H Tandem Top]]'' oki. Trip on air-hit can also offer a very niche combo extending property.


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
===<big>{{clr|H|2H}}</big>===
</div>
{{GGST Move Card
</div>
|input=2H
|frameChart=auto
|description=
{{clr|H|2H}} is her main combo tool after {{clr|S|c.S}} as it leads to her highest damage combos or to some of her best oki setups. It's launch on hit also allows it to combo into {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}} cancel {{MMC|input=214P|label=[[{{PAGENAME}}#Iron Savior|Iron Savior]]}} or into her {{MMC|input=236236S|label=[[{{PAGENAME}}#Septem Voices|Septem Voices]]}} combos. During block strings, {{clr|H|2H}} is prone to whiffing, so is instead mostly used for combos and dp punishes.
* Launches on-hit
* If Millia doesn't follow up, opponent will soft knockdown after landing (+40 Alone/+35 with {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}}).
}}


===<big>{{clr|3|2S}}</big>===
===<big>{{clr|D|2D}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=2D
<tabber>
|frameChart=auto
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Millia's primary way to setup meaty {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} okizeme. {{clr|K|5K}}, {{clr|K|2K}}, and {{clr|S|c.S}} are the main moves Millia will use to gatling into {{clr|D|2D}}. {{clr|D|2D}} is unsafe up close but can be made safe with {{MMC|input=214S|label=[[{{PAGENAME}}#Lust Shaker|Lust Shaker]]}}.
GGST_Millia_Rage_2S.png |
* {{keyword|Hard Knockdown}} gives +48 frame advantage (+45 with {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}})
</gallery>
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_2S_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Trips on air hit.
* 90% proration.
Millia's staple block string follow up after {{clr|3|c.S}} due to it hitting low and having good counter hit combos after a frame trap. Can also be used as an alternative poke to {{clr|3|f.S}}, as it has better reward on counter hit and is only slightly shorter in range. Great combo extender in certain situations due to the trip on air hit.


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|5H}}, {{clr|4|2H}}
===<big>{{clr|P|6P}}</big>===
</div>
{{GGST Move Card
</div>
|input=6P
|frameChart=auto
|description=
Fast upper-body invincibility attack that's good for either beating jump-ins (especially air dash jump-ins) or to low profile most long range pokes when timed correctly. Anti-air counter hit {{clr|P|6P}} is extremely valuable as it allows for meaty {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki when combined with {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}} canceling. Due to the long total duration, {{clr|P|5P}} is usually better when anti-airing fast opponents.
* Universal upper body invulnerability attack.
* Hard knockdown on air counter.
}}


===<big>{{clr|4|2H}}</big>===
===<big>{{clr|K|6K}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=6K
<tabber>
|frameChart=auto
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
{{clr|K|6K}} is a slow overhead that is plus on block and can combo on-hit. Without special canceling, {{clr|K|6K}} can be linked into {{clr|K|2K}} allowing her to set up meaty {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki, but the {{clr|K|2K}} may whiff if too far. With special canceling, {{MMC|input=214S|label=[[{{PAGENAME}}#Lust_Shaker|Lust Shaker]]}} can be used as it's safe on 3-hit and soft knockdowns on 9-hit (generally more rewarding in the corner).
GGST_Millia_Rage_2H.png |
* Despite what the animation may suggest, the move is not considered airborne and is not grab invincible.
</gallery>
* {{clr|K|6K}} is tied with charged dust ({{clr|D|5[D]}}) as being her slowest overhead.
|-|
* Special cancellable.
Hitboxes =
* Forced crouch on ground hit, mild ground bounce on air hit.
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_2H_1_Hitbox.png | forwards hitbox
GGST_Millia_Rage_2H_2_Hitbox.png | upwards hitbox
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Launches on hit.
{{clr|4|2H}} is a move that can used in both combos and block strings much like {{clr|4|6H}}. When used in a block string, {{clr|4|2H}} can have massive punishes if it counter hits on frame trap and is also slightly safer than {{clr|4|6H}} and {{clr|4|5H}}. However, the move is risky to use in block stings. With dash momentum, {{clr|4|2H}} just barely works after a {{clr|3|2S}}. But if the opponent uses FD, {{clr|4|2H}} will whiff regardless of dash momentum. In combos, it's extremely useful due to its launch on hit property. The launch on hit keeps the opponent in the air longer after ''[[{{PAGENAME}}#Iron_Savior|Iron Savior]]'' giving more time for oki set-ups. Alternatively, Millia can take advantage of the launch to setup ''[[{{PAGENAME}}#Septem_Voices|Septem Voices]]''' combos.
</div>
</div>


===<big>{{clr|5|2D}}</big>===
===<big>{{clr|H|6H}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=6H
<tabber>
|frameChart=auto
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
{{clr|H|6H}} is used primarily in combos and sometimes niche uses in block strings, but works also a niche callout against wakeup grab/backdash. For blockstrings, {{clr|H|6H}} can frame trap off of {{clr|S|c.S}} or {{clr|K|2K}}, and chase an opponent using FD. As for combos, {{clr|H|6H}} is great for its superior corner carry, higher damage, and its ability to loop in the corner when combined with Mirazh.
GGST_Millia_Rage_2D.png | The opponent will see this in their worst nightmares
* First hit makes Millia airborne making it grab invincible and air-special cancelable.
</gallery>
* Long ground bounces on air hit.
|-|
* {{clr|H|6H}}(1) > {{MMC|input=j.236K|label=[[#Turbo Fall|Turbo Fall]]}} is -5 on block.
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_2D_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
Millia's primary set up for a meaty ''[[{{PAGENAME}}#Tandem_Top|H Tandem Top]]'' okizeme. {{clr|2|5K}} and {{clr|2|2K}} are the main moves Millia will use to gatling into {{clr|5|2D}}, but {{clr|3|c.S}} is technically also an option. Normally it's not recommended to gatling {{clr|3|c.S}} into {{clr|5|2D}}, as {{clr|3|c.S}} has higher damaging combos that still lead into hard knockdowns. {{clr|5|2D}} is only used raw when Millia is trying to meaty a midscreen ''[[{{PAGENAME}}#Bad_Moon|Bad Moon]]'' soft knockdown.
</div>
</div>


===<big>{{clr|1|j.P}}</big>===
===<big>{{clr|P|j.P}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.P
<tabber>
|frameChart=auto
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
{{clr|P|j.P}} can be used as a double overhead after an airdash that will still link into {{clr|K|2K}} > {{clr|D|2D}}. The most consistent way to set up the double overhead is usually after a {{clr|H|j.H}} airdash cancel. It can also be used as an air tick-throw mixup to call out an opponent's reaction speed. It's other usage is as a {{Keyword|frame kill}} to help set up a safe jump after {{MMC|input=214P|label=[[#Iron Savior|Iron Savior]]}}. Its good launch velocity along with short recovery also allows her to link into a full combo.
GGST_Millia_Rage_j.P.png |  
* Millia's fastest aerial
</gallery>
 
|-|
[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}}
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_j.P_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Millia's fastest attack
Doing an airdash before hand allows Millia to do a double overhead using two {{clr|1|j.P}}s while still linking into {{clr|2|2K}} > {{clr|5|2D}} which can catch the opponent off guard. Alternatively you can airdash {{clr|1|j.P}} into run up throw as an airborne tick-throw which can scare the opponent into choosing an option after getting hit with {{clr|1|j.P}}. It's also used to setup safe jump after ''[[{{PAGENAME}}#Iron_Savior|Iron Savior]]''. This can be done either by doing: [jump forward > {{clr|1|j.P}} (whiff), airdash > {{clr|4|j.H}} > ...] or by doing [micro dash > jump forward > {{clr|1|j.P}} (whiff), airdash > {{clr|4|j.H}} > ...] for a crossup safe jump. Some players swap {{clr|1|j.P}} for {{clr|2|j.K}} claiming better consistency, but this is up to personal preference.


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}
===<big>{{clr|K|j.K}}</big>===
</div>
{{GGST Move Card
</div>
|input=j.K
|frameChart=auto
|description=
One of Millia's main air combo tools along with {{clr|S|j.S}} and {{clr|D|j.D}}. In combos, {{clr|K|j.K}} can mostly be used in the same places as {{clr|S|j.S}}. {{clr|K|j.K}} is faster, has a larger vertical hitbox, and launches the opponent higher than {{clr|S|j.S}}, but it does noticeably lower damage. Rising {{clr|K|j.K}} into another air normal before landing is good way to control air space.
* Can be canceled into jump, air-dash, or air-backdash.


===<big>{{clr|2|j.K}}</big>===
[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_j.K.png | Oh, you're blocking low?
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_j.K_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Jump and air-dash cancellable.
One of Millia's main air combo tools along with {{clr|3|j.S}} and {{clr|5|j.D}}. In combos, {{clr|2|j.K}} is interchangeable with {{clr|3|j.S}}. However, {{clr|2|j.K}} will deal less damage than {{clr|3|j.S}}, but it is faster, has a larger hitbox, and launches the opponent higher. Millia can also use it to overhead the opponent during a mixup if she needs something faster than {{clr|4|j.H}}. It's also an important tool during delay H Disc for preventing jump outs. Rising {{clr|2|j.K}} into another air normal before landing is good way to control air space.


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|j.D}}
===<big>{{clr|S|j.S}}</big>===
</div>
{{GGST Move Card
</div>
|input=j.S
|frameChart=auto
|description=
Millia's main air combo tool and air-to-air poke. As an air combo tool, {{clr|S|j.S}} will deal more damage than {{clr|K|j.K}}, and is usually preferred unless {{clr|K|j.K}} is needed to pop the opponent up more. It's also an excellent air poke due to its counter hit property and range. Rising {{clr|S|j.S}} into another air normal before landing is good way to control air space.
* Can be canceled into jump, air-dash, or air-backdash.
* Whiffs on most crouchers, low profile attacks, and generally doesn't hit well below millia.


===<big>{{clr|3|j.S}}</big>===
[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_j.S.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_j.S_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Jump and air-dash cancellable.
* Millia's only air normal that can counter hit combo
* Whiffs on most crouchers or low profile attacks
* Has extra hitstop frames on block.
Millia's main air combo tool and air-to-air poke. As an air combo tool, {{clr|3|j.S}} will deal more damage than {{clr|2|j.K}}. But if {{clr|3|j.S}} might whiff, it needs to be swapped for {{clr|2|j.K}} to keep the combo going. It's also a great air poke due to it's counter hit property and range. {{clr|3|j.S}} has multiple counter hit combos that can be linked into, but they can be quite tight sometimes depending on the scenario. The move also has a niche usage as an anti jump-out tool during delay ''[[{{PAGENAME}}#Tandem_Top|H Tandem Top]]'' oki. Since the move counter hits and has more block stun than {{clr|2|j.K}}, it's more useful for punishing jump-outs and stand blocks. Also it's whiff on crouch property might be considered useful for trying to hit confirm whether they are stand or crouch blocking. Rising {{clr|3|j.S}} into another air normal before landing is good way to control air space.


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|j.H}}, {{clr|5|j.D}}
===<big>{{clr|H|j.H}}</big>===
</div>
{{GGST Move Card
</div>
|input=j.H
|frameChart=auto
|description=
{{clr|H|j.H}} is Millia's main jump-in and left/right mixup tool, but it can also be used in corner air combos for extra damage. Depending on the scenario, {{clr|H|j.H}} can either be linked into {{clr|S|c.S}} or {{clr|K|2K}}. Overall {{clr|S|c.S}} is her best option due to {{clr|S|c.S}} being better damage and a better situation on block and allowing more combo routes on hit. However, sometimes {{clr|H|j.H}} won't link into {{clr|S|c.S}} either due to distance or because {{clr|H|j.H}} was used too high.
 
{{clr|K|2K}} at farther ranges will not allow crossup {{clr|H|H}} Tandem Top to work, and it also won't give very good block strings options if {{clr|H|j.H}} is blocked. The use for {{clr|K|2K}} is mainly for when {{clr|S|c.S}} might not link properly.
* Can be canceled into jump, air-dash, or air-backdash.
* Hits on both sides (first 4 frames hit front and back, the last 6 will only hit behind).
* Hits deep enough to beat {{clr|P|6P}}s if sufficiently close to the ground.


===<big>{{clr|4|j.H}}</big>===
[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_j.H.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_j.H_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Jump and air-dash cancellable.
* Hits both sides of Millia.
* Has extra hitstop frames on block.
Millia's main left/right mixup tool in the air thanks to its hitbox hitting both sides of Millia. It's low hitbox also grants it the ability to easily hit crouching opponents and even {{clr|1|6P}}s. It will also be the main go to air normal for safe jumping due to it's decently high attack level. If {{clr|4|j.H}} hits the opponent, its main follow ups are {{clr|2|5K}}/{{clr|2|2K}}. If it gets blocked you can use {{clr|3|c.S}} instead although reacting to a block is a little tricky even with hitstop frames.
</div>
</div>


===<big>{{clr|5|j.D}}</big>===
===<big>{{clr|D|j.D}}</big>===
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.D
<tabber>
|frameChart=auto
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
{{clr|D|j.D}} is mainly used for combos, having issues in pressure especially if the opponent crouches. That being said, it does have a niche usage as a mixup tool. Since {{clr|D|j.D}} shifts Millia's momentum upwards, airdash canceling a {{clr|D|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. {{clr|D|j.D}} is death on whiff so always combo into it instead of doing it raw.
GGST_Millia_Rage_j.D.png | The reason she still has her air combos
* Can be canceled into jump, airdash, or air-backdash.
</gallery>
* Launches on hit.
|-|
* Slows down Millia's fall during startup and shifts her upwards during the active frames.
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_j.D_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Jump and air-dash cancellable.
* Does not launch on hit.
* Slows down Millia's fall during startup and shifts her upwards during the active frames.
{{clr|5|j.D}} is mainly only used for air combos, but it does have a niche usage as a mixup tool. Since {{clr|5|j.D}} will shift Millia's momentum upwards, airdash canceling a {{clr|5|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. {{clr|5|j.D}} is death on whiff so always combo into it instead of doing it raw.
</div>
</div>


==Universal Mechanics==
==Universal Mechanics==


===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<span class="input-badge">'''{{clr|5|6D}} or {{clr|5|4D}}'''</span>
{{InputBadge|{{clr|D|6D}}\{{clr|D|4D}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=6D or 4D
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart=auto
GGST_Millia_Rage_Ground Throw.png | The opponent will see this in their second worst nightmares
|description=
</gallery>
Millia's ground throw is very plus on KD, allowing her to have a few different options. The primary option off throw is {{clr|H|H}} Tandem Top, allowing Millia to safejump and go for mixups covered by {{clr|H|H}} Tandem Top. The gap between wakeup and {{clr|H|H}} Tandem Top can be covered by an early {{clr|H|j.H}} to safejump, and some followup options such as airdash {{clr|K|j.K}}, airdash {{clr|P|j.P}}x2 or {{clr|K|2K}} allow for mixups off this safejump.
</div>
 
<div class="attack-info">
Another mixup off throw Millia can attempt is to either manually time or use {{clr|P|5P}} or {{clr|P|2P}} as a framekill after microwalking back or forward into an {{keyword|IAD}} canceled into {{clr|H|j.H}} for a safejump that hits either sameside or crossup. Certain characters will get hit by the framekill buttons and either need the other one used, or simply be manually timed.
{| class="wikitable attack-data"
* Hard knockdown gives +61 frame advantage (12 frame gap for {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki).
{{FrameDataHeader-GGST}}
* Can throw the opponent either forward or backwards.
|-
** Back throwing when Millia is in corner will leave a subtle gap between the opponent and the wall.
{{#cargo_query:tables=MoveData_GGST
* Millia can act slightly before the camera is done moving.
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="4D or 6D"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Doing a back throw into the corner leaves enough room for Millia to crossup.
Allows Millia to set-up a delay ''[[{{PAGENAME}}#Tandem_Top|H Tandem Top]]'' oki. It's possible to throw again before the disc even hits, but it's only really possible in the corner. Alternatively it's possible to instead OTG with {{clr|2|5K}} or {{clr|3|c.S(1)}} to set up a 4-way mixup, or alternatively she can do a basic {{clr|1|j.P}} safe jump. OTG and safe jump are generally preferable when the opponent has a DP or reversal habit as delay ''[[{{PAGENAME}}#Tandem_Top|H Tandem Top]]'' oki struggles too much to be worth using when reversals are involved.
</div>
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<span class="input-badge">'''{{clr|5|j.6D}} or {{clr|5|j.4D}}'''</span>
{{InputBadge|{{clr|D|j.6D}}\{{clr|D|j.4D}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.6D or j.4D
<gallery widths="210px" heights="210px" mode="nolines">
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}}
GGST_Millia_Rage_Air Throw.png |
|description=
</gallery>
Air throw is mainly used if Millia is extremely confident the opponent is going to air block or when the opponent might try to bait a {{clr|P|6P}} or {{clr|S|c.S}} anti-air with double jump or any similar option. Air throw can also have some use during delay {{clr|H|H}} Tandem Top oki since Airdash > Throw will cross up an opponent blocking or grab an opponent trying to jump out, but the opponent remains able to tech this, so it's not a perfect call out to jumping or fuzzy jumping against the setup. Air throw won't set up any okizeme mixups midscreen, but she does has time to meaty with {{clr|S|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.
</div>
* Hard knockdown gives +47 frame advantage
<div class="attack-info">
* Can throw the opponent either forward or backwards.
{| class="wikitable attack-data"
* Leaves Millia and the opponent full screen away from each other (unless in the corner).
{{FrameDataHeader-GGST}}
}}
|-
 
{{#cargo_query:tables=MoveData_GGST
===<big>Wild Assault</big>===
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
{{InputBadge|{{clr|D|236D}} with 50% Burst (Hold OK)}}
|where=chara="{{SUBPAGENAME}}" and input="j.4D or j.6D"
{{GGST Move Card
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
|input=236D,236[D] |versioned=input
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236D
|title = '''Wild Assault'''
|startup = 20
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236[D]
|title = '''Fully Charged Wild Assault'''
}}
|description=
{{GGST/WildAssaultLabel|type=blue}}
 
For 50% burst, Millia mostly wants to use her Wild Assault for breaking the wall. If {{clr|S|f.S}} hits in neutral close enough that it can be combo'd into {{clr|H|5H}}, then Wild Assault can then be canceled into for either a damaging combo or just {{clr|K|2K}}>{{clr|D|2D}} to setup oki. After her main combo off {{clr|H|H}} {{MMC|input = 236H|label = [[{{PAGENAME}}#Tandem Top|Tandem Top]]}} hitting, the relaunch route, she can cancel the final {{clr|S|c.S}} into Wild Assault > {{MMC|input = 214k|label = [[{{PAGENAME}}#Mirazh|Mirazh]]}}~{{MMC|input = 236H|label = [[{{PAGENAME}}#Tandem Top|Tandem Top]]}} for nearly meaty {{clr|H|H}} disc oki. Generally it's best to save burst to use this to break the wall with instead though, as it gives millia time after wallbreak to meaty with {{clr|S|c.S}} while having not spent meter, making her able to threaten a roman cancel mixup. The may be less good if the opponent is able to use a reversal, has meter to yellow roman cancel, and so on, so consider which you value at a given point within the match.
 
*Normal, special, jump, and backdash cancelable.
*Drains 7.14% of the opponent's [[GGST/Gauges#Burst Gauge|Burst Gauge]] on hit or block.
*Applies Hard Knockdown when launching or when used to [[GGST/Damage#The Wall|Wall Break]].
 
}}
}}
|}
==== ====
Air grab isn't really used much since Millia's air normals are usually preferred tools for anti-airing. They're safer and are usually easier to pull off. Air grab won't setup any okizeme mixups midscreen, but in the corner she can do a basic high/low mixup with an airdash. The move isn't completely worthless midscreen however, she does has time to meaty with {{clr|3|c.S}}.
</div>
</div>


==Special Moves==
==Special Moves==


===<big>Tandem Top</big>===
===<big>Tandem Top</big>===
<span class="input-badge">'''{{clr|3|236S}}/{{clr|4|H}}'''</span>
{{InputBadge|{{clr|S|236S}} or {{clr|S|6S}} during Mirazh\{{clr|H|236H}} or {{clr|H|6H}} during Mirazh}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=236S, 236H
<tabber>
|versioned=input
Images =  
|frameChart={{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|title    = '''{{Prompt|GGST|S}} Tandem Top'''
GGST_Millia_Rage_Tandem_Top_Full.png | S is your basic combo fodder, while H is the sequel to the opponent's nightmares
|startup  = 12
</gallery>
|active  = 14
|-|
|recovery = 20
Hitboxes =  
|frcStart = 10
<gallery widths="210px" heights="210px" mode="nolines">
|frcEnd  = 10
GGST_Millia_Rage_Tandem_Top_S_Hitbox.png | S
}}
GGST_Millia_Rage_Tandem_Top_H_Hitbox.png | H
{{#invoke:FrameChart|drawFrameData
</gallery>
|title    = '''{{Prompt|GGST|H}} Tandem Top'''
</tabber>
|startup  = 73
</div>
|active  = 34
<div class="attack-info">
|frcStart = 23
{| class="wikitable attack-data"
|frcEnd  = 23
{{FrameDataHeader-GGST|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236S" or input="236H")
|format=template|template=FrameDataWithName-GGST|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
{{#invoke:FrameChart|drawFrameData
==== ====
|title    = '''Millia during {{Prompt|GGST|H}} Tandem Top'''
''Also known as "Disc" by the community.''
|recovery = 51
;S Tandem Top
|frcStart = 23
* Meaty contact can increase her frame advantage up to -1.
|frcEnd  = 23
* Launches Millia upward allowing her to evade certain attacks while still putting offense.
}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
* Puts Millia in counter hit state for the entire duration.
|description=
Great poke for players that abuse long range disjointed pokes such as Sol's {{clr|3|6S}}, Gio's {{clr|5|2D}}, Ramlethal's {{clr|3|f.S}}, etc. It can also be used as a combo ender when {{clr|3|f.S}} > {{clr|4|5H}} will not link into ''[[{{PAGENAME}}#Iron_Savior|Iron Savior]]'' due to distance. Can be used for corner combos when combined with {{clr|4|2H}} because the launch from {{clr|4|2H}} will cause S Disc to hit meaty. {{clr|4|2H}} meaty S Disc will link into anything faster than 12 frames.
;{{clr|S|S}} Tandem Top
Decent counter-poke for players that abuse long range disjointed pokes such as Sol's {{clr|S|{{MMC|chara=Sol Badguy|input=6S}}}}, Gio's {{clr|D|{{MMC|chara=Giovanna|input=2D}}}}, Ramlethal's {{clr|S|{{MMC|chara=Ramlethal Valentine|input=f.S}}}}, etc. It can also be used as a combo ender for when {{clr|S|f.S}} > {{clr|H|5H}} will not link into {{MMC|input=214P|label=[[{{PAGENAME}}#Iron Savior|Iron Savior]]}} or in corner combos when combined with {{clr|H|2H}} for optimal damage. With forward-drift purple RC, {{clr|S|S}} Disc can be used as a get-in option or a blockstring extender that will combo on hit or extend pressure on block (may leave mashable gaps depending on distance). If the opponent jumps over {{clr|S|S}} Disc PRC, then Millia can either air grab them or try to intercept with {{clr|K|j.K}}/{{clr|S|j.S}}.
* With optimal spacing and momentum from Mirazh, can be as plus as +3.
* 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.
* Full Counter Hit duration.
----
----
;H Tandem Top
;{{clr|H|H}} Tandem Top
* Launches Millia even higher and recovers before landing with all air options still being available.
{{clr|H|H}} Disc is Millia's most important okizeme tool due to its consistent mixup options. Meaty {{clr|H|H}} Disc hits the opponent nearly immediately on wakeup making reversals the only escape option besides for niche scenarios. Millia can freely go for two 2-way mixups while blocking reversals by airdashing to either cross up or stay sameside, and then airdashing into {{clr|H|j.H}} or landing into {{clr|K|2K}}. If Millia wants to bait the opponent's reversal for better punishes, she can avoid most reversals with jumping or {{MMC|input=j.236H|label=[[{{PAGENAME}}#Kapel|Kapel]]}} (vs some reversals, options like double jump airdash both avoid the reversal while letting Millia mix up between crossup or sameside). If Millia crosses the opponent up it can make it hard to know which direction to reversal (Note that this doesn't work against {{Character Label|GGST|Leo Whitefang|label=Leo}}'s {{MMC|chara=Leo Whitefang|input=[2]8S|label=Eisensturm}} which ignores crossups).
* When referring to it's use during okizeme, the move has two different versions: Meaty H Disc (hits opponent immediately) and delay H Disc (doesn't hit immediately)
* Meaty H disc setups: {{clr|5|2D}}, air counter hit {{clr|1|6P}}, ''[[{{PAGENAME}}#Septem_Voices|Septem Voices]]'', any delay H disc starter + purple RC, any red RC hit
* Delay H disc setups: Ground grab, {{clr|4|2H}}, air-hit {{clr|3|c.S}}, air-hit {{clr|4|6H}}, ''[[{{PAGENAME}}#Iron_Savior|Iron Savior]]'', delaying a meaty H disc starter
* '''Note:''' 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 main mixup chain starts with either an early airdash or a late airdash for a left/right mixup. The next mixup would be to airdash again to either hit high with an air normal ({{clr|2|j.K}} usually) or land and go for a {{clr|2|2K}}. If the final mixup fails, then Millia can either run up grab or {{clr|3|c.S}}. It's best to use as little of the chain as possible, as going deeper into the chain makes the follow ups weaker. To bait DPs and reversals, Millia can do a delayed ''[[{{PAGENAME}}#Turbo_Fall|Turbo Fall]]'' to safe crossup, but only if she is close enough to the opponent. Alternatively she can airdash early for crossup and block the reversal for a punish (usually {{clr|2|2K}} > {{clr|5|2D}}) or land on same side and block for a punish (usually {{clr|4|2H}} > ''[[{{PAGENAME}}#Mirazh|Mirazh]]'' > ...).


Delay H disc is significantly worse than its meaty counterpart, but it's still useful when done 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 ''[[{{PAGENAME}}#Iron_Savior|Iron Savior]]'') will. Using {{clr|2|j.K}} is the main method of dealing with jump-outs due to it being pretty fast and having a higher attack level than {{clr|1|j.P}}. However {{clr|3|j.S}} and {{clr|4|j.H}} are also good options as {{clr|3|j.S}} can counter hit, and {{clr|4|j.H}} can hit {{clr|1|6P}}s. 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.
After certain knockdowns like from {{MMC|input=214P|label=[[{{PAGENAME}}#Iron Savior|Iron Savior]]}}, {{clr|H|H}} Disc will not be quick enough to hit the opponent's wakeup, but Millia can still have the time to meaty after disc herself with {{clr|H|j.H}} or {{clr|S|j.S}} depending on spacing. This frame advantage can vary, but is similar to the advantage from ground throw.
</div>
 
Does not go away if Millia blocks, so if you condition right, the opponent will have to respect her oki.
* Launches Millia even higher than {{clr|S|S}} version and recovers before landing with all air options still being available.
* Full Counter Hit duration.
* Lands on frame 66
* When referring to its use during okizeme, the move has two main types: Meaty {{clr|H|H}} Disc (hits opponent immediately) and delay {{clr|H|H}} Disc (doesn't hit immediately) (See expandable list)
<div class="mw-collapsible mw-collapsed">
'''Meaty H disc setups:'''
<ul style="list-style-type:none">
<li>{{MCB|{{clr|D|2D}}}}
<li>{{MCB|Air CH {{clr|P|6P}} > {{clr|K|214K}}~{{clr|H|236H}}}}
<li>{{MCB|{{clr|P|214P}} > RRC~{{clr|H|j.H}} (whiff) > 66 {{clr|H|236H}}}} (Air hit)
<li>{{MCB|{{clr|D|236D}} > {{clr|K|214K}}~{{clr|H|236H}}}} (Air hit)
<li>{{MMC|input=236236S|label=[[{{PAGENAME}}#Septem Voices|Septem Voices]]}} (Air hit)
<li>Any Red RC hit
</ul>
'''Delay H disc setups:'''
<ul style="list-style-type:none">
<li>Ground throw
<li>Iron Savior
<li>Septem Voices (Ground hit)
<li>{{MCB|{{clr|H|6H}} > {{clr|K|214K}}~{{clr|H|236H}}}} (Corner Air hit)
</ul>
</div>
</div>
}}


===<big>Bad Moon</big>===
===<big>Bad Moon</big>===
<span class="input-badge">'''{{clr|1|j.236P}}'''</span>
{{InputBadge|{{clr|P|j.236P}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.236P
<tabber>
|frameChart={{#invoke:FrameChart|drawFrameData
Images =  
|startup  = 11
<gallery widths="210px" heights="210px" mode="nolines">
|isProjectile = yes
GGST_Millia_Rage_Bad_Moon.png | Got worse now, but you're still getting hit by it
|recovery = 20
</gallery>
|specialRecovery = 12
|-|
}}<small>({{tt|Note|The red line indicates that the move has become active, but has a variable active window.}})</small>
Hitboxes =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Millia's infamous instant overhead that's unreactable and truestrings from a {{clr|S|c.S}} jump cancel. Midscreen, Bad Moon allows Millia to meaty with {{clr|K|5K}}, {{clr|S|f.S}} or {{clr|D|2D}} off its soft knockdown. In the corner, it's possible to meaty with {{clr|S|c.S}} or she can {{clr|S|2S}}/Bad Moon/Grab for a 3-way mixup. With 50 meter Millia can use RRC to make Bad Moon a much more powerful tool. {{clr|P|tk.236P}} > 88RRC will either hit confirm into a combo or lock the opponent in block stun for options like land {{clr|K|2K}} vs crossup airdash {{clr|H|j.H}}, or sameside airdash {{clr|H|j.H}} and crossup {{clr|K|2K}} which are also possible but mashable. Bad Moon is also one of Millia's air combo enders, but using {{MMC|input=j.236H|label=[[#Kapel|Kapel]]}} safe jumps and {{clr|S|c.S}} relaunches will usually give better oki follow-ups.
GGST_Millia_Rage_Bad_Moon_Hitbox.png | Now you might wonder why you're still getting hit by that tiny hitbox
* Can be used on the ground with a {{keyword|Tiger Knee}} input ({{clr|P|2369P}} or {{Ni|236}}{{Ni|9}}{{prompt|GGST|P}}).
</gallery>
: '''Tip #1:''' Slightly delay the {{prompt|GGST|P}} because there's a 4 frame startup to jump.
</tabber>
: '''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)
</div>
: '''Tip #3:''' Doing a {{Ni|23698}}{{prompt|GGST|P}} input will still work as a TK Bad Moon (useful for up-drift RC)
<div class="attack-info">
* Perfect TK Bad Moon has a startup of 15 frames and is active for 4 frames (hits twice).
{| class="wikitable attack-data"
* Alternatively Millia can use {{MCB|{{clr|H|6H}}(1) > {{clr|P|j.236P}}}} to use Bad Moon on the ground, but this is slower and {{clr|H|6H}} can't whiff.
{{FrameDataHeader-GGST}}
* Is the highest damage OTG option for knockdowns. However, be careful using it to close out a round if the opponent has Burst since the multi-hit nature of this move means the opponent can burst during the weak first hit and live.
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.236P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Can be used on the ground with a Tiger Knee input ({{clr|1|2369P}} or {{Ni|236}}{{Ni|9}}{{prompt|GGST|P}}).
* '''Tip #1 for TK:''' Slightly delay the {{prompt|GGST|P}} because there's a 4 frame startup to jump.
* '''Tip #2 for TK:''' If Millia is jump canceling after a normal, wait until the very end of the normal's animation before doing TK.
* '''Tip #3 for TK:''' Doing a {{Ni|23698}}{{prompt|GGST|P}} input still works as a Tiger Knee (useful for up-drift RC)
* Fastest TK Bad Moon is 16 frames.
* Alternatively Millia can use [{{clr|4|6H(1)}} > {{clr|1|236P}}] to use Bad Moon on the ground. But this is not only slower, but also {{clr|4|6H}} MUST hit or else Millia can't cancel into Bad Moon.
Millia's infamous instant overhead. The move is very fast and hits overhead which is useful for mixing up the opponent, however, without RC the reward for actually landing the move is very low. Midscreen Millia can only meaty with {{clr|3|f.S}} or {{clr|5|2D}} while in the corner it's possible to at least meaty with {{clr|3|c.S}}. While these meaties are acceptable follow ups, having 50 meter to use RC makes this a much more powerful tool. {{clr|1|tk.236P}} > 88.RRC can either hit confirm into a combo or lock the opponent in blockstun for a brutal 4-way mixup. Another common usage for Bad Moon besides as a mixup is for ending her air combos, however, using ''[[{{PAGENAME}}#Kapel|Kapel]]'' safe jumps and {{clr|3|c.S}} relauches will generally lead into more favorable outcomes.
</div>
</div>


===<big>Iron Savior</big>===
===<big>Iron Savior</big>===
<span class="input-badge">'''{{clr|1|214P}}'''</span>
{{InputBadge|{{clr|P|214P}} or {{clr|P|4P}} during Mirazh}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=214P
<tabber>
|frameChart={{#invoke:FrameChart|drawFrameData
Images =  
|startup  = 20
<gallery widths="210px" heights="210px" mode="nolines">
|isProjectile = yes
GGST_Millia_Rage_Iron_Savior.png | The clash glitch has happened in so many matches I thought it was a feature...
|recovery = 17
</gallery>
|specialRecovery = 10
|-|
}}<small>({{tt|Note|The red line indicates that the move has become active, but has a variable active window.}})</small>
Hitboxes =
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Iron Savior serves two main purposes: ending combos and being a high-commitment poke. Ending combos with Iron Savior gives a very plus knockdown that can be used to either set up a {{clr|P|j.P}}/{{clr|K|j.K}} safe jump or a basic dash forward jump airdash left/right. Iron Savior is also a great poke for stuffing out the attacks of players who like to go full offense or for players who tend not to crouch block during footsies. Be prepared to use RC to make Iron Savior safe if it gets blocked.
GGST_Millia_Rage_Iron_Savior_Hitbox.png
 
</gallery>
By cancelling a Roman Cancel, Iron savior on hit can convert to meaty {{clr|H|H}} Disc via RRC~{{clr|H|j.H}} (whiff) > 66 {{clr|H|H}} Disc. On block, RRC can also be cancelled into {{clr|K|j.K}} for an overhead and, depending on spacing, 22RRC can be cancelled for a low mix. But the main point of using meter on blocked Iron Savior is just to avoid being punished and keep your turn.
</tabber>
* Hits low and gives a hard knockdown (+63).
</div>
* Hitbox extends past Millia's foot making it a decent disjointed poke.
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="214P"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Nicknamed "Hair Car" by some players
* Gives a hard knockdown which is usually followed up with a {{clr|1|j.P}}/{{clr|2|j.K}} safe jump.
* Millia jumps forward upon recovery making her easier to punish, but it can also open up combo opportunities in the corner.
* Iron Savior originally had a glitch where if she clashed with the move, she would be stuck in the animation for an extended period of time. As of V1.09, this has been removed.
Traditionally the other part of Millia's ''[[{{PAGENAME}}#Bad_Moon|Bad Moon]]'' 50/50, but it's too slow now and has been replaced with {{clr|3|2S}}. Now the move only serves the purpose of being used for ending combos or setting up RC mixups. When linking into Iron Savior, {{clr|4|2H}} is generally preferred over {{clr|4|5H}} or {{clr|4|6H}}, as using [{{clr|4|2H}} > Iron Savior] leaves Millia even more plus and also closer therefore allowing better oki. Iron Savior also sets up a delay ''[[{{PAGENAME}}#Tandem_Top|H Tandem Top]]'' oki in the corner.


Doing a fast red RC is an extremely scary and effective way to mix up an opponent after an Iron Savior. Forward-drift FRRC into {{clr|2|j.K}} for an instant high, or down-drift FRRC into {{clr|2|2K}} for an instant low. Delay mixups are also possible if the opponent tends not to mash. Forward-drift FRRC {{clr|4|j.H}} into delayed grab is a pretty reliable mixup. But if they try to fuzzy jump/throw clash, then no-drift FRRC {{clr|4|j.H}} into {{clr|2|2K}} should be outside grab range while also punishing the jump-out ('''Note:''' shorter block strings will still leave you close enough to be grabbed). Another delay mixup is Forward-drift FRRC {{clr|5|j.D}} into airdash {{clr|4|j.H}} for a crossup.
===<big>Turbo Fall</big>===
</div>
{{InputBadge|{{clr|K|j.236K}}}}
</div>
{{GGST Move Card
|input=j.236K
|frameChart={{#invoke:FrameChart|drawFrameData
|startup = 14
|startupIsFirstActive = no
|specialRecovery = 9
|isProjectile = yes
|frcStart = 10
|frcEnd = 14
}}<small>({{tt|{{tt|Note|The red line indicates that the move has become active, but has a variable active window.}}|Squares with a yellow underline indicate Turbo Fall's special and Overdrive-cancel window.}})</small>
|description=
Millia pauses and then shoots downward at a steep angle.


===<big>Turbo Fall</big>===
By canceling Turbo Fall into {{MMC|input=j.236H|label=[[{{PAGENAME}}#Kapel|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 {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki to counter any reversal attempts if close enough and timed correctly.
<span class="input-badge">'''{{clr|2|j.236K}}'''</span>
* Can phase through opponents.
<div class="attack-container">
* Can be canceled mid animation into any air special.
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_Turbo_Fall.png |
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGST_Millia_Rage_Turbo_Fall_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.236K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Goes through opponents.
* Can be canceled into from a {{clr|4|6H(1)}}.
* In Counter Hit State for the entire duration.
Millia pauses and then shoots downward at a steep angle. Good to mixup people with as it's yet another way for Millia to change her air momentum. 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 ''[[{{PAGENAME}}#Tandem_Top|H Tandem Top]]'' oki to counter any reversal attempts if close enough and timed correctly.
</div>
</div>


===<big>Mirazh</big>===
===<big>Mirazh</big>===
<span class="input-badge">'''{{clr|2|214K}}'''</span>
{{InputBadge|{{clr|K|214K}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=214K
<tabber>
|frameChart={{#invoke:FrameChart|drawFrameData
Images =  
|recovery = 26
<gallery widths="210px" heights="210px" mode="nolines">
|frcStart = 7
GGST_Millia_Rage_Mirazh.png |
|frcEnd  = 13
</gallery>
}}<small>({{tt|Note|Squares with a yellow underline indicate Mirazh's special and Overdrive-cancel window.}})</small>
|-|
|description=
Hitboxes =
Due to its long recovery, Mirazh isn't very effective by itself in pressure, being slower and easier to react to than dashing foward in most cases. 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 {{MMC|input=214P|label=[[{{PAGENAME}}#Iron Savior|Iron Savior]]}} or {{clr|S|S}} {{MMC|input=236S|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}}, or it can be used to quickly approach into a PRC {{clr|S|S}} Tandem Top poke. In combos, Mirazh cancels are vital for opening up higher damaging combos or for gaining better positioning for oki setups. In pressure, {{clr|H|5H}} or {{clr|H|6H}} into Mirazh canceled immediately into {{MMC|input=214S|label=[[{{PAGENAME}}#Lust Shaker|Lust Shaker]]}} is a frametrap that beats even 3 frame normals and throws.
<gallery widths="210px" heights="210px" mode="nolines">
* Can phase through opponent on frames 4-12.
GGST_Millia_Rage_Mirazh_Hitbox.png |
* Can be canceled mid animation into any ground special or Overdrive, as well as Wild Assault.
</gallery>
* Very similar upper body invulnerability to {{clr|P|6P}}.
</tabber>
* Millia starts moving at frame 3 and slows down around frame 18, though she never actually stops moving completely.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="214K"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Can phase through opponents.
* Very similar upper body invulnerability to {{clr|1|6P}}.
* In Counter Hit State until frame 19.
* Millia starts moving at frame ~11 and stops moving at frame ~25.
Millia's Roll replacement. The low profile isn't as good as it used to be, but it still retains the ability to cross through opponents. Due to how long it takes to recover from Mirazh, this is probably one of the weaker options Millia has for delay mixups. Both run up and Mirazh use the same follow ups of grab/{{clr|3|c.S}} and also get beat out by the same option which is mashing. However, run up is faster than Mirazh and crossing up doesn't matter if the opponent mashes anyway. Instead, Mirazh will usually get used for burst baits, combos, and oki setups. Another interesting note, since the move has upper knee invul like {{clr|1|6P}}, it's technically possible to experiment with the idea of avoiding anti-airs with this move rather than committing to an attack.
</div>
</div>


===<big>Lust Shaker</big>===
===<big>Lust Shaker</big>===
<span class="input-badge">'''{{clr|3|214S}} (mash OK)'''</span>
{{InputBadge|{{clr|S|214S}} or {{clr|S|4S}} during Mirazh (Mash OK)}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=214S (3-Hit), 214S (6-Hit), 214S (9-Hit)
<tabber>
|versioned=name
Images =  
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=214S (3-Hit)|title='''3-Hit Lust Shaker'''|active=1|inactive2=3|active3=1|inactive4=3|active5=1|}}
<gallery widths="210px" heights="210px" mode="nolines">
{{#invoke:GGST-FrameChart|drawFrameData|input=214S (6-Hit)|title='''6-Hit Lust Shaker'''|active=1|inactive2=3|active3=1|inactive4=3|active5=1|inactive6=3|active7=1|inactive8=3|active9=1|inactive10=3|active11}}
GGST_Millia_Rage_Lust_Shaker.png | Ending a match with this move is the ultimate disrespect
{{#invoke:GGST-FrameChart|drawFrameData|input=214S (9-Hit)|title='''9-Hit Lust Shaker'''|active=1|inactive2=3|active3=1|inactive4=3|active5=1|inactive6=3|active7=1|inactive8=3|active9=1|inactive10=3|active11=1|inactive12=3|active13=1|inactive14=3|active15=1|inactive16=3|active17=1}}
</gallery>
|description=
|-|
Mainly used to make unsafe block stings more safe, frame trapping, or to drain the meter of an opponent who abuses FD.
Hitboxes =  
 
<gallery widths="210px" heights="210px" mode="nolines">
Depending on how much Millia mashes {{prompt|GGST|S}}, Millia can get 3 different versions: 3-hit, 6-hit, and 9-hit. Each version has slightly more range than the last but will also have more recovery.
GGST_Millia_Rage_Lust_Shaker_1_Hitbox.png | min. Range
3-hit and 6-hit are safe on block depending on distance, however, some characters can punish 9-hit regardless of distance like {{Character Label|GGST|Sol Badguy|label=Sol}}'s {{clr|H|{{MMC|chara=Sol Badguy|input=6H}}}}. '' 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.''
GGST_Millia_Rage_Lust_Shaker_2_Hitbox.png | max. Range
 
</gallery>
* Chip damage is underwhelming but FD meter drain is godlike
</tabber>
}}
</div>
===<big>Artemis</big>===
<div class="attack-info">
{{InputBadge|{{clr|H|214H}} or {{clr|H|4H}} during Mirazh}}
{| class="wikitable attack-data"
{{GGST Move Card
{{FrameDataHeader-GGST}}
|input=214H
|-
|versioned=input
{{#cargo_query:tables=MoveData_GGST
|frameChart=auto
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|description=Basically
|where=chara="{{SUBPAGENAME}}" and input="214S"
{{Character Label|GGST|Potemkin|label=Potemkin's}} {{MMC|game=GGST|chara=Potemkin|input=214p|label=Mega Fist (Backward)}}
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
 
Staggers on grounded hit. Large launch with large wall bounce on air hit, excellent combo filler. On {{keyword|counterhit}}, can combo into {{clr|K|2K}} > {{clr|D|2D}}.
On normal hit will not combo into anything but can run up and threaten pokes.
}}
}}
|}
==== ====
* Depending on how much Millia mashes {{prompt|GGST|S}}, Millia can get 3 different versions: 3-hit, 6-hit, and 9-hit
* Each version has slightly more range than the last
* Chip damage is underwhelming but FD meter drain is godlike
* Data in [] refers to mashed versions.
3-hit and 6-hit are safe on block depending on distance, however, some characters can punish 9-hit regardless of distance (like Sol's {{clr|4|6H}}). Mainly used to make unsafe block stings more safe, frame trapping, or to drain the meter of an opponent who abuses FD.
</div>
</div>


===<big>Kapel</big>===
===<big>Kapel</big>===
<span class="input-badge">'''{{clr|4|j.236H}}'''</span>
{{InputBadge|{{clr|H|j.236H}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=j.236H
<tabber>
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.236H|frcStart=3|frcEnd=3}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Kapel massively shifts Millia's hurtbox up during its startup, allowing her to use it to counter or avoid anti-airs. The momentum stalling during the move's startup along with its arc allows Millia to bait and punish more committal moves, but caution is required as a patient opponent can punish Millia after she jumps off the rose. {{MMC|input=j.236K|label=[[#Turbo Fall|Turbo Fall]]}} into Kapel is a decent option to vary the angles that she approaches at.  
GGST_Millia_Rage_Kapel.png |
 
</gallery>
Kapel can be canceled into from air normals during pressure to counter {{clr|P|6P}} or other anti-airs. (e.g. {{clr|H|j.H}} airdash Kapel can beat even {{CLabel|GGST|Sol Badguy|label=Sol}}'s {{MMC|chara=Sol Badguy|input=5K|hitboxMode=true|label={{clr|K|5K}}}}.) If Kapel hits the opponent, Millia can almost always combo into {{clr|S|j.S}} > {{clr|S|c.S}} extensions (at the backside of its hitbox, Kapel may launch in the opposite direction instead).  A common pressure string is {{clr|H|j.H}} > {{clr|D|j.D}} > Kapel > falling {{clr|H|j.H}} to stay plus, but if the opponent uses [[GGST/Defense#Faultless Defense|Faultless Defense]] the Kapel itself will whiff, leaving Millia open to anti-airs.
|-|
 
Hitboxes =  
Kapel can also be used in air combos for setting up safe jumps or for {{clr|S|c.S}} relaunches. If Millia drops her air combos with Kapel at very specific points, she can safe jump with {{clr|H|j.H}} as she is landing. She can also use it in corner air combos to either relaunch with {{clr|S|c.S}} or to wall splat the opponent low to the ground for a {{MMC|input=632146H|label=[[#Winger|Winger]]}} wall break.
<gallery widths="210px" heights="210px" mode="nolines">
 
GGST_Millia_Rage_Kapel_Hitbox.png
* Millia can still use air normals or specials after recovering in the air but loses her remaining airdashes and double jump until landing, even if she still had them available.
</gallery>
* Soft knockdown on hit, leaving Millia very plus.
</tabber>
* Technically a projectile, so it beats Baiken's {{MiniMoveCard|game=GGST|chara=Baiken|input=236P|label=Hiiragi}} and cannot be Red Roman Cancelled
</div>
* Vulnerable to being air thrown
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.236H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Millia recovers in air after half a second and can still use attacks or specials but not airdashes or double jumps.
* In Counter Hit State until frame 15.
Millia's main counter to an opponent trying to anti-air her. Useful in the same situations that Pin was as a way to fake out an approach. Due to how committal anti-air normals are in Strive, baiting one with Kapel will usually let Millia whiff-punish it once she lands. Even if you can't get a proper punish, you can at least pressure with {{clr|2|5K}} or {{clr|3|c.S}}. During an air combo, it can be used to adjust the height between her and the opponent particularly in terms of wall breaking. If Kapel hits the opponent and launches them in the same direction Millia goes, you can meaty with {{clr|3|c.S}}.
</div>
</div>


==Overdrives==
==Overdrives==


===<big>Winger</big>===
===<big>Winger</big>===
<span class="input-badge">'''{{clr|4|632146H}}'''</span>
{{InputBadge|{{clr|H|632146H}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=632146H
<tabber>
|frameChart=auto
Images =  
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Millia's reversal Overdrive, and her only reversal in general. Winger is extremely punishable on-block and has a very short horizontal range, so its use as a reversal should be reserved for calling out frame traps or escaping the pressure of overly aggressive opponents. If the opponent is purposely spacing themselves so Winger will whiff or patiently block to see your defensive reactions, it's best to opt for a different escape option.
GGST_Millia_Rage_Winger_Full.png | Hope the opponent forgets to block it high
 
</gallery>
It's also the preferred Overdrive for wall breaking as it does more damage than {{MMC|input=236236S|label=[[{{PAGENAME}}#Septem Voices|Septem Voices]]}}, however it does build significantly more Burst and Tension for the opponent which might be a concern. If the opponent was wall splat too high then the diving hit will whiff, preventing the wall break from occurring. Millia can somewhat makeup for the blunder by doing a jump > airdash for a high/low mixup although there is no reason to do this on purpose.
|-|
* Rises up to do 5 hits, then dives for a stronger final hit
Hitboxes =  
** Only the last hit will wall break
<gallery widths="210px" heights="210px" mode="nolines">
** Last hit gives hard knockdown (+31) which is enough to meaty {{clr|K|5K}}/{{clr|S|c.S}}
GGST_Millia_Rage_Winger_1_Hitbox.png
GGST_Millia_Rage_Winger_2_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGST}}
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="632146H"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Rises up to do 5 hits, then dives for a stronger final hit.
* Only the last hit will wall break
* 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 > Septum Voices to escape. However the move is still useful for wall breaking as it does more damage than Septum 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.
</div>
</div>


===<big>Septem Voices</big>===
===<big>Septem Voices</big>===
<span class="input-badge">'''{{clr|3|236236S}}'''</span>
{{InputBadge|{{clr|S|236236S}}}}
<div class="attack-container">
{{GGST Move Card
<div class="attack-gallery">
|input=236236S
<tabber>
|frameChart={{#invoke:FrameChart|drawFrameData
Images =  
|startup  = 9
<gallery widths="210px" heights="210px" mode="nolines">
|recovery = 35
GGST_Millia_Rage_Septem_Voices.png | Actually better than Emerald Rain
|isProjectile = yes
</gallery>
|frcStart = 4
|-|
|frcEnd = 4
Hitboxes =  
}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGST_Millia_Rage_Septem_Voices_Hitbox.png | hitbox turns ~25° every frame
Septem Voices is one of Millia's most important meter usages due to its utility as a combo ender/extender.
</gallery>
 
</tabber>
Ground hit Septem Voices leaves Millia plus enough to setup an {{clr|H|H}} {{MMC|input=236H|label=[[#Tandem Top|Tandem Top]]}} oki or use {{clr|S|2S}} to continue the combo. However on air hit, Millia becomes plus enough to get a combo extension with {{clr|S|c.S}} instead. Septem Voices does decent damage and doesn't increase scaling much making it a great way to extend a combo to finish off an opponent. Septem also gives so much advantage that {{clr|H|H}} Tandem Top is meatier than it is from {{clr|D|2D}}. Because of this, Millia can use {{MMC|input=j.236p|label=[[#Bad Moon|Bad Moon]]}} while falling to combo on hit due to the second hit of Tandem Top. this sets up a strong 3 way mixup where each option has decent damage for killing, making it a good setup for going for lethal, compared to the normal {{clr|H|H}} disc oki that only does considerable damage on the first 50/50 and much less on the second 50/50. {{MMC|input=214K|label=[[#Mirazh|Mirazh]]}} cancel Septem Voices is especially powerful as it allows Millia to be closer making Septem combo extensions and {{clr|H|H}} Tandem Top oki pretty much guaranteed.
</div>
* On-hit, it will hard knockdown the opponent (+67 point blank, but increases significantly with distance or with air-hit)
<div class="attack-info">
** Only the last hit will hard knockdown
{| class="wikitable attack-data"
* Juggles opponent on air-hit making it even more plus
{{FrameDataHeader-GGST}}
* Beats every non-Overdrive projectile in the game. Loses to every other Overdrive projectile except for Zato's {{MMC|chara=Zato-1|input=632146S|label=Sun Void}} (it will trade, but Eddie still comes back)
|-
{{#cargo_query:tables=MoveData_GGST
|fields=damage,guard,startup,active,recovery,onBlock=frameAdv,invuln
|where=chara="{{SUBPAGENAME}}" and input="236236S"
|format=template|template=FrameData-GGST|named args=yes|order by=_ID
}}
}}
|}
==== ====
* Leaves Millia extremely plus on hit
* Juggles opponent on air-hit making it even more plus
* Beats pretty much every projectile in the game
Using Septum 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, Septum 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 Septum Voices is an extremely consistent way of getting out of pressure. The only way to stop reversal Septum 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.
==Colors==
 
{{GGSTColors|color12=1|Size=160|c2={{CLabel|GGACR|Millia Rage|linkOverride=:Millia Rage}}'s pre-Xrd Colorscheme
It's also an amazing tool for comboing. Septum 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 Septum Voices on hit leaves Millia plus enough to dash and setup a meaty ''[[{{PAGENAME}}#Tandem_Top|H Tandem Top]]'' oki. However on air-hit, the air juggle Septum Voices causes leaves Millia so plus she can actually combo off it. Making air-hit Septum voices a strong option to finish off an opponent.
}}
</div>
</div>
 
{{#lst:Dustloop Wiki:Roadmap/{{BASEPAGENAME}}|{{SUBPAGENAME}}}}


==External References==
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{Navbar-GGST}}
{{GGST/Navigation}}
{{Overview/SEO
|summary=Leader of the Post-War Administration Bureau, with incredible speed and air mobility she aims to knock down opponents to set up powerful mixups.}}
[[Category:Guilty Gear|Millia Rage]]

Latest revision as of 18:28, 27 March 2024

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 (Turbo FallGGST Millia Rage Turbo Fall.pngGuard-Startup14Recovery9LAdvantage- and KapelGGST Millia Rage Kapel.pngGuardAllStartup13Recovery12Advantage-1 (IAS)) allowing her to easily whiff punish the opponent. She can also fish for knockdowns with ground attacks like 2K, and 5K which can gatling into itself for good mix-ups and stagger pressure. She can combine her fast ground speed with moves like f.S along with S Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10 to hit larger pokes and command neutral.

Millia has access to dominant okizeme mixups due to her extremely powerful H Tandem Top projectile. She recovers mid-air before the disk is active, giving her ample time to mix her opponent with the many tools in her box of tricks. Her main mixup consists of using airdashes for crossing up or not, although this changes depending on the knockdown. Her j.H is especially notable due to its low hitbox and ability to hit both sides of Millia, and is used in many safejumps. She can also make use of Turbo Fall to crossup opponents stuck in the corner if she wants to move them back to midstage.

Millia's MirazhGGST Millia Rage Mirazh.pngGuard-Startup-RecoveryTotal 26Advantage- and Turbo Fall also have the very unique and powerful ability to be special canceled mid-animation. Special canceling Mirazh is primarily used for better okizeme and/or damage in conversions, but can also be used to act out of Mirazh sooner when using it to evade moves or in pressure. Special canceling Turbo Fall is mostly used for canceling into Kapel to create a different arc of movement in the air and keep the opponent guessing about trying to anti-air Millia.

Millia’s main weakness is her low health combined with her high R.I.S.C gain. This means that Millia is highly susceptible to dying in 2-3 interactions or even 1 if she's unlucky. Furthermore, her defensive options do not balance it all out. Her fastest jab, 2P, is particularly fast but is a highly risky option in many cases opening her to being counter hit and taking a massive chunk of damage with her low health and high R.I.S.C gain. Her only reversal is her Overdrive, WingerGGST Millia Rage 632146H Full.pngGuardAllStartup8+1Recovery40Advantage-32, which has subpar horizontal range and is easy to punish. The invulnerability on her backdash is below average (4f), although it makes up for this by having a fast recovery (16f total duration) making it more suited for neutral. She also has a very low meter multiplier, causing her to generally gain less meter than her opponent does, making it hard to offset their offense with defensive tools like Faultless Defense, YRC, or Overdrive.

With incredible aerial movement and devastating okizeme mixups, Millia is nothing less than the setplay queen of Guilty Gear.
Millia Rage
GGST Millia Rage Portrait.png
Damage Received Mod
×1.19
Guts Rating
2
Prejump
4F
Backdash
16F Duration
1-4F Invuln
1-11F Airborne
Unique Movement Options
An Extra Airdash, Kapel, Turbo Fall, Mirazh
Fastest Attack
2P (4F)
Reversals
Winger (9F)
 Millia Rage is a wielder of a forbidden art that turns her hair into a weapon and fights with swift movements — Blink and you'll miss her.
Pick if you like Avoid if you dislike
  • Fast movement speed and many tricky mobility options to dance in and out of an opponent's effective range, both in the ground and air.
  • Combos frequently leading into okizeme and safejumps to continue offense.
  • Forcing coinflips and multi-layered mixups, especially with meter.
  • Some of the most fearsome okizeme in the game on her best knockdowns.
  • A fragile character, with extremely low health susceptible to high R.I.S.C. Small mistakes are very costly.
  • Having to frequentlly route combos for better knockdowns rather than damage.
  • Generally low damage combos, requiring you to whittle away at opponents with smaller hits.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage GuardHow this attack can be blocked. 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. Invuln
20 All 7 5 7 -2 None
Total: 18

5K

Damage GuardHow this attack can be blocked. 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. Invuln
24 All 7 3 12 -3 None
Total: 21

Useful as a pressure tool when outside the proximity of c.S or as more rewarding poke over f.S. Usually 5K is galting'd into 2D > H Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36 oki, but it can also combo into 6H on counterhit for higher damage but slightly worse oki. On airhit, combos cleanly into 6H for a wallbreak from most positions.

  • Jump and Dash Cancelable on hit or block.
  • One of the few 5Ks that can gatling into itself and other K normals.

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

c.S

Damage GuardHow this attack can be blocked. 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. Invuln
15×2 All 7 3, 3 13 +1 None
Total: 25

c.S is Millia's main combo and pressure tool and a very good anti-air. Due to its extremely below average proximity distance, it is mainly used after jump-ins, as a meaty, or after pressure reseting with a dash. It can catch most backdashes if timed correctly, although 6H is generally more reliable. With 2 hits, some options such as TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Bad MoonGGST Millia Rage Bad Moon.pngGuardHighStartup11Recovery20 + 12LAdvantage-21 will whiff if the opponent uses Faultless Defense. This can be worked around by cancelling on the first hit of c.S.

  • Hits twice, jump and dash cancelable on both hits.
  • Floating crumple on second hit.

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

f.S

Damage GuardHow this attack can be blocked. 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. Invuln
30 All 9 2 19 -7
Total: 29

A key whiff punish due to its large range for its fast startup. Having mediocre reward (outside of counterhit, only confirms into S Disc at range), f.S is mainly used as a bigger button to bully enemies with in neutral. On counterhit, Millia can make extensions like Mirazh canceled Iron SaviorGGST Millia Rage Iron Savior.pngGuardLowStartup20Recovery17 + 10LAdvantage-12. It can also be useful for boxing characters in the corner due to its range.

  • High pushback, making it safe but also inconsistent for combos

Gatling Options: 5H, 2H

5H

Damage GuardHow this attack can be blocked. 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. Invuln
42 All 12 4 23 -8 None
Total: 38

5H is used in both combos and block strings. Compared to 2H, 5H is more likely to consistently hit due to its larger horizontal range, but its combos have worse damage and oki.

5H has a close hitbox that is unsafe on block (-8) but can be made safe by canceling into Lust ShakerGGST Millia Rage Lust Shaker.pngGuardAllStartup13Recovery-16, -18, -20Advantage-5, -7, -9 (-5). The far hitbox is already safe (-6) but can be cancelled into Lust Shaker for meter and chip damage, or Mirazh Lust Shaker for a frame trap.

  • The move has two hitboxes: a close hitbox and far hitbox
    • Close hitbox is active on frame 12 and is approximately 2P range.
    • Far hitbox is active on frame 14 which is disjointed and leaves her -6 on block instead.
  • Causes a small ground bounce on air hit.

5D

Version Damage GuardHow this attack can be blocked. 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. Invuln
Uncharged 40 High 20 3 26 -15 None
Charged 50 High 28 3 26 -10 None
Total: 48
Total: 56

Universal overhead attack. Tapping D gives a fast but weak overhead, while holding down D will give a much slower but much more powerful strike.


Uncharged Dust

Uncharged Dust is overall not useful for Millia as it is unsafe on block and more reactable than using TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Bad MoonGGST Millia Rage Bad Moon.pngGuardHighStartup11Recovery20 + 12LAdvantage-21, and doesn't often a better situation with meter either, meaning she never has a reason to use uncharged Dust over Bad Moon.

  • Floating crumple on hit, +0.

Charged Dust

On-hit, holding 8 will activate Homing JumpHold any upwards direction after hitting an opponent with a raw, fully charged Dust Attack to leap into the air and chase them. for a large combo opportunity.

Its large, easy to spot animation combined with its very slow start up makes it extremely reactable. Because of this, charged Dust is only used as a punish tool or in combos as a juggle, and sometimes to break the wall with. Its use as a mixup is only as much as you value styling on your foes.

  • Leads to soft knockdown if not cancelled into Homing Jump (+36).

2P

Damage GuardHow this attack can be blocked. 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. Invuln
18 All 4 2 10 -2 None
Total: 15

2P is Millia's fastest jab allowing her to use it to escape pressure or to intercept a tick-throw. 2P will combo into 6H or 2K on counterhit, so choose for damage or oki accordingly. While one of the fastest jabs in the game, Millia is still a low hp character and should use this move on defense very carefully to avoid dying too easily, favoring options like jump and dash blocking.

2P can be used as a YRC/Burst bait or to tick-throw if they don't YRC/Burst. Aside from that, 5K is usually a better tick-throw as it has additional mixup options and better frame traps.

  • Can gatling into itself

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

2K

Damage GuardHow this attack can be blocked. 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. Invuln
18 Low 6 3 12 -3 6-13F Low Profile
Total: 20

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 for its better reward, range, and low profile at the cost of being slightly slower (enough to lose to tick throws). 2K's low profile also makes it useful as a poke and sometimes even an anti-air (particularly on cross-up). Combos into 2D allowing for meaty H Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36 oki.

  • Trips on air hit.

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

2S

Damage GuardHow this attack can be blocked. 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. Invuln
28 Low 11 2 18 -6 None
Total: 30

Her main block string gatling after c.S as it hits low and can gatling into frame traps or true blockstring into moves to make her safe. It's also a niche alternative poking tool over f.S as it doesn't whiff against low profiling opponents and has more rewarding combos on counter hit, but is slower and doesn't reach as far.

  • OTG damage isn't her highest, but it can be MirazhGGST Millia Rage Mirazh.pngGuard-Startup-RecoveryTotal 26Advantage- canceled into Lust ShakerGGST Millia Rage Lust Shaker.pngGuardAllStartup13Recovery-16, -18, -20Advantage-5, -7, -9 chip damage (delay slightly).
  • Trips on air hit.

Gatling Options: 5H, 2H

2H

Damage GuardHow this attack can be blocked. 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. Invuln
45 All 14 7 17 -7 None
Total: 37

2H is her main combo tool after c.S as it leads to her highest damage combos or to some of her best oki setups. It's launch on hit also allows it to combo into MirazhGGST Millia Rage Mirazh.pngGuard-Startup-RecoveryTotal 26Advantage- cancel Iron SaviorGGST Millia Rage Iron Savior.pngGuardLowStartup20Recovery17 + 10LAdvantage-12 or into her Septem VoicesGGST Millia Rage Septem Voices.pngGuardAllStartup4+5RecoveryTotal 43Advantage+8 combos. During block strings, 2H is prone to whiffing, so is instead mostly used for combos and dp punishes.

  • Launches on-hit
  • If Millia doesn't follow up, opponent will soft knockdown after landing (+40 Alone/+35 with MirazhGGST Millia Rage Mirazh.pngGuard-Startup-RecoveryTotal 26Advantage-).

2D

Damage GuardHow this attack can be blocked. 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. Invuln
30 Low 12 3 19 -8 None
Total: 33

Millia's primary way to setup meaty H Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36 okizeme. 5K, 2K, and c.S are the main moves Millia will use to gatling into 2D. 2D is unsafe up close but can be made safe with Lust ShakerGGST Millia Rage Lust Shaker.pngGuardAllStartup13Recovery-16, -18, -20Advantage-5, -7, -9.

  • Hard Knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. gives +48 frame advantage (+45 with MirazhGGST Millia Rage Mirazh.pngGuard-Startup-RecoveryTotal 26Advantage-)

6P

Damage GuardHow this attack can be blocked. 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. Invuln
26 All 9 9 16 -11 1-2 Upper Body
3-11 Above Knee
Total: 33

Fast upper-body invincibility attack that's good for either beating jump-ins (especially air dash jump-ins) or to low profile most long range pokes when timed correctly. Anti-air counter hit 6P is extremely valuable as it allows for meaty H Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36 oki when combined with MirazhGGST Millia Rage Mirazh.pngGuard-Startup-RecoveryTotal 26Advantage- canceling. Due to the long total duration, 5P is usually better when anti-airing fast opponents.

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

6K

Damage GuardHow this attack can be blocked. 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. Invuln
35 High 28 2 10 +2 13-29F Below Knee
Total: 39

6K is a slow overhead that is plus on block and can combo on-hit. Without special canceling, 6K can be linked into 2K allowing her to set up meaty H Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36 oki, but the 2K may whiff if too far. With special canceling, Lust ShakerGGST Millia Rage Lust Shaker.pngGuardAllStartup13Recovery-16, -18, -20Advantage-5, -7, -9 can be used as it's safe on 3-hit and soft knockdowns on 9-hit (generally more rewarding in the corner).

  • Despite what the animation may suggest, the move is not considered airborne and is not grab invincible.
  • 6K is tied with charged dust (5[D]) as being her slowest overhead.
  • Special cancellable.
  • Forced crouch on ground hit, mild ground bounce on air hit.

6H

Damage GuardHow this attack can be blocked. 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. Invuln
20,40 All 15 5(13)4 23 -8 9-21F Airborne
Total: 59

6H is used primarily in combos and sometimes niche uses in block strings, but works also a niche callout against wakeup grab/backdash. For blockstrings, 6H can frame trap off of c.S or 2K, and chase an opponent using FD. As for combos, 6H is great for its superior corner carry, higher damage, and its ability to loop in the corner when combined with Mirazh.

  • First hit makes Millia airborne making it grab invincible and air-special cancelable.
  • Long ground bounces on air hit.
  • 6H(1) > Turbo FallGGST Millia Rage Turbo Fall.pngGuard-Startup14Recovery9LAdvantage- is -5 on block.

j.P

Damage GuardHow this attack can be blocked. 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. Invuln
16 High 5 4 12 - None
Total: 20

j.P can be used as a double overhead after an airdash that will still link into 2K > 2D. The most consistent way to set up the double overhead is usually after a j.H airdash cancel. It can also be used as an air tick-throw mixup to call out an opponent's reaction speed. It's other usage is as a frame kill A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier. to help set up a safe jump after Iron SaviorGGST Millia Rage Iron Savior.pngGuardLowStartup20Recovery17 + 10LAdvantage-12. Its good launch velocity along with short recovery also allows her to link into a full combo.

  • Millia's fastest aerial

Gatling Options: j.P

j.K

Damage GuardHow this attack can be blocked. 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. Invuln
20 High 6 4 12 - None
Total: 21

j.S

Damage GuardHow this attack can be blocked. 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. Invuln
32 High 7 4 14 - None
Total: 24

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, and is usually preferred unless j.K is needed to pop the opponent up more. It's also an excellent air poke due to its counter hit property and range. Rising j.S into another air normal before landing is good way to control air space.

  • Can be canceled into jump, air-dash, or air-backdash.
  • Whiffs on most crouchers, low profile attacks, and generally doesn't hit well below millia.

Gatling Options: j.H, j.D

j.H

Damage GuardHow this attack can be blocked. 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. Invuln
35 High 8 10 25 +1 (IAD) None
Total: 42

j.H is Millia's main jump-in and left/right mixup tool, but it can also be used in corner air combos for extra damage. Depending on the scenario, j.H can either be linked into c.S or 2K. Overall c.S is her best option due to c.S being better damage and a better situation on block and allowing more combo routes on hit. However, sometimes j.H won't link into c.S either due to distance or because j.H was used too high.

2K at farther ranges will not allow crossup H Tandem Top to work, and it also won't give very good block strings options if j.H is blocked. The use for 2K is mainly for when c.S might not link properly.

  • Can be canceled into jump, air-dash, or air-backdash.
  • Hits on both sides (first 4 frames hit front and back, the last 6 will only hit behind).
  • Hits deep enough to beat 6Ps if sufficiently close to the ground.

Gatling Options: j.D

j.D

Damage GuardHow this attack can be blocked. 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. Invuln
35 High 9 7 27 - None
Total: 42

j.D is mainly used for combos, having issues in pressure especially if the opponent crouches. That being said, it does have a niche usage as a mixup tool. Since j.D shifts 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.

  • Can be canceled into jump, airdash, or air-backdash.
  • Launches on hit.
  • Slows down Millia's fall during startup and shifts her upwards during the active frames.

Universal Mechanics

Ground Throw

6D or 4D

Damage GuardHow this attack can be blocked. 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. Invuln
70 Ground Throw 2 3 38 - None
Total: 42

Millia's ground throw is very plus on KD, allowing her to have a few different options. The primary option off throw is H Tandem Top, allowing Millia to safejump and go for mixups covered by H Tandem Top. The gap between wakeup and H Tandem Top can be covered by an early j.H to safejump, and some followup options such as airdash j.K, airdash j.Px2 or 2K allow for mixups off this safejump.

Another mixup off throw Millia can attempt is to either manually time or use 5P or 2P as a framekill after microwalking back or forward into an IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. canceled into j.H for a safejump that hits either sameside or crossup. Certain characters will get hit by the framekill buttons and either need the other one used, or simply be manually timed.

  • Hard knockdown gives +61 frame advantage (12 frame gap for H Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36 oki).
  • Can throw the opponent either forward or backwards.
    • Back throwing when Millia is in corner will leave a subtle gap between the opponent and the wall.
  • Millia can act slightly before the camera is done moving.

Air Throw

j.6D or j.4D

Damage GuardHow this attack can be blocked. 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. Invuln
70 Air Throw 2 3 38 or Until Landing+10 None
Total: 42
Total: 14

Air throw is mainly used if Millia is extremely confident the opponent is going to air block or when the opponent might try to bait a 6P or c.S anti-air with double jump or any similar option. Air throw can also have some use during delay H Tandem Top oki since Airdash > Throw will cross up an opponent blocking or grab an opponent trying to jump out, but the opponent remains able to tech this, so it's not a perfect call out to jumping or fuzzy jumping against the setup. Air throw won't set up 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.

  • Hard knockdown gives +47 frame advantage
  • Can throw the opponent either forward or backwards.
  • Leaves Millia and the opponent full screen away from each other (unless in the corner).
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
Forced 50% HKD +52 (IAD) 2500 1000
  • Air Throws have both normal recovery (which recovers CH) and special recovery frames upon landing (not CH). It is technically possible to recover mid-air from a whiffed Air Throw, but it usually doesn't happen unless done from very high in the air.
  • Opponent cannot use Blue Psych Burst on hit or the resulting knockdown.
  • On-Hit value is for attacker's IAD height, except for Potemkin and Nagoriyuki, who have their instant Air Throw height instead.
  • Frame advantage is +52 at almost any height except for the lowest and highest possible ones, where it decreases slightly (+50 to +52).
  • Builds 1000 Tension once all damage is dealt.
  • On hit, applies an increased 25 Combo Decay.
  • Properties change if Roman Canceled before all damage is dealt:
    • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
    • R.I.S.C. Loss: 1000
    • Proration: Forced 75%
    • Combo Decay on hit: 15
  • First does 20 damage, then 50 damage.

Wild Assault

236D with 50% Burst (Hold OK)

Version Damage GuardHow this attack can be blocked. 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. Invuln
236D 30 All 20~31 3 20 +13
236[D] 50 All 32 3 20 +17
Wild Assault
Total: 42
Fully Charged Wild Assault
Total: 54

Blue Wild Assault: Causes Guard Crush on block, and Stagger on uncharged hit. See here for more info on Wild Assault types.


For 50% burst, Millia mostly wants to use her Wild Assault for breaking the wall. If f.S hits in neutral close enough that it can be combo'd into 5H, then Wild Assault can then be canceled into for either a damaging combo or just 2K>2D to setup oki. After her main combo off H Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36 hitting, the relaunch route, she can cancel the final c.S into Wild Assault > MirazhGGST Millia Rage Mirazh.pngGuard-Startup-RecoveryTotal 26Advantage-~Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36 for nearly meaty H disc oki. Generally it's best to save burst to use this to break the wall with instead though, as it gives millia time after wallbreak to meaty with c.S while having not spent meter, making her able to threaten a roman cancel mixup. The may be less good if the opponent is able to use a reversal, has meter to yellow roman cancel, and so on, so consider which you value at a given point within the match.

  • Normal, special, jump, and backdash cancelable.
  • Drains 7.14% of the opponent's Burst Gauge on hit or block.
  • Applies Hard Knockdown when launching or when used to Wall Break.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236D 90% 4 Mid Stagger +12 2500 3000 700 25% 0
236[D] 100% 4 Mid HKD +71 2500 2000 700 25% 0

236D:

  • Guard crush duration: 35F
  • Adds additional momentum on cancels without backwards movement.
  • Staggers on grounded hit. Listed on-hit value is for gold (fast) recovery.
  • Total stagger duration: 34F (1-26F hitstun, 27-34F can block only)
  • Hitstun duration is increased by 4F for red (normal) recovery, and 8F for blue (slow) and no recovery. (30F and 34F respectively)
  • Total duration is increased by 5F for red (normal) recovery, and 10F for blue (slow) and no recovery. (39F and 44F respectively)

Special Moves

Tandem Top

236S or 6S during Mirazh or 236H or 6H during Mirazh

Version Damage GuardHow this attack can be blocked. 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. Invuln
236S 35 All 12 14 Total 45 -10 9-41F Airborne
42-45F Below Knee
236H 32×2 All 73 28,6 Total 51 +36 18F onwards Airborne
S Tandem Top
Total: 45
H Tandem Top
Total: 106
Millia during H Tandem Top
Total: 51
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)
S Tandem Top

Decent counter-poke for players that abuse long range disjointed pokes such as Sol's 6SGGST Sol Badguy 6S.pngGuardAllStartup15Recovery20Advantage-9, Gio's 2DGGST Giovanna 2D.pngGuardLowStartup17Recovery12Advantage-8, Ramlethal's f.SGGST Ramlethal Valentine fS.pngGuardAllStartup11Recovery21Advantage-10 [-13], etc. It can also be used as a combo ender for when f.S > 5H will not link into Iron SaviorGGST Millia Rage Iron Savior.pngGuardLowStartup20Recovery17 + 10LAdvantage-12 or in corner combos when combined with 2H for optimal damage. With forward-drift purple RC, S Disc can be used as a get-in option or a blockstring extender that will combo on hit or extend pressure on block (may leave mashable gaps depending on distance). If the opponent jumps over S Disc PRC, then Millia can either air grab them or try to intercept with j.K/j.S.

  • With optimal spacing and momentum from Mirazh, can be as plus as +3.
  • 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.
  • Full Counter Hit duration.

H Tandem Top

H Disc is Millia's most important okizeme tool due to its consistent mixup options. Meaty H Disc hits the opponent nearly immediately on wakeup making reversals the only escape option besides for niche scenarios. Millia can freely go for two 2-way mixups while blocking reversals by airdashing to either cross up or stay sameside, and then airdashing into j.H or landing into 2K. If Millia wants to bait the opponent's reversal for better punishes, she can avoid most reversals with jumping or KapelGGST Millia Rage Kapel.pngGuardAllStartup13Recovery12Advantage-1 (IAS) (vs some reversals, options like double jump airdash both avoid the reversal while letting Millia mix up between crossup or sameside). If Millia crosses the opponent up it can make it hard to know which direction to reversal (Note that this doesn't work against  Leo's EisensturmGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup9Recovery33Advantage-28 which ignores crossups).

After certain knockdowns like from Iron SaviorGGST Millia Rage Iron Savior.pngGuardLowStartup20Recovery17 + 10LAdvantage-12, H Disc will not be quick enough to hit the opponent's wakeup, but Millia can still have the time to meaty after disc herself with j.H or j.S depending on spacing. This frame advantage can vary, but is similar to the advantage from ground throw.

Does not go away if Millia blocks, so if you condition right, the opponent will have to respect her oki.

  • Launches Millia even higher than S version and recovers before landing with all air options still being available.
  • Full Counter Hit duration.
  • Lands on frame 66
  • When referring to its use during okizeme, the move has two main types: Meaty H Disc (hits opponent immediately) and delay H Disc (doesn't hit immediately) (See expandable list)

Meaty H disc setups:

  • 2D
  • Air CH 6P > 214K~236H
  • 214P > RRC~j.H (whiff) > 66 236H (Air hit)
  • 236D > 214K~236H (Air hit)
  • Septem VoicesGGST Millia Rage Septem Voices.pngGuardAllStartup4+5RecoveryTotal 43Advantage+8 (Air hit)
  • Any Red RC hit

Delay H disc setups:

  • Ground throw
  • Iron Savior
  • Septem Voices (Ground hit)
  • 6H > 214K~236H (Corner Air hit)
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStand HitstunCrouch HitstunGround Block
Lv.01112139
Lv.112141511
Lv.213161713
Lv.314192016
Lv.415212218
CH Type
TypeHitstopSlowdownAdded Frame Advantage
Very SmallBase Value NoneNone
SmallBase Value 11F+6
Mid2125F+13
Large3135F+18
On-HitThe difference between the attacker's recovery and the period that the opponent is in hitstun. 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. R.I.S.C. GainHow much R.I.S.C. this move builds when normal or instant blocked. R.I.S.C. LossHow much R.I.S.C. this move removes on hit. Wall DamageHow much Wall Damage is applied when the move connects on hit. OTG RatioThe proportion of damage dealt when hitting Off The Ground (OTG). Chip RatioThe proportion of damage dealt on normal block.
(Usually only applicable to Special moves)
Input Tension
236S 80% 3 Very Small KD +31 500 1000 300 80% 12% 100
236H 80% 3 Very Small KD +83 500×2 2000 250×2 80% 12% 100

236S:

  • Projectile will continue if Purple Roman Canceled on frame 10 at the earliest.
  • Clash Level: 1
  • Clash Hits: 1


236H:

  • Projectile will continue if Purple Roman Canceled on frame 10 at the earliest.
  • Clash Level: 1
  • Clash Hits: 2
  • Leaves Millia airborne with air options available
  • Safe to set up after Throw and canceled from 2D.

Bad Moon

j.236P

Damage GuardHow this attack can be blocked. 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. Invuln
5×N, 31 High 11 Until Landing 20 + 12L -21 None
Total: 42
(NoteThe red line indicates that the move has become active, but has a variable active window.)

Millia's infamous instant overhead that's unreactable and truestrings from a c.S jump cancel. Midscreen, Bad Moon allows Millia to meaty with 5K, f.S or 2D off its soft knockdown. In the corner, it's possible to meaty with c.S or she can 2S/Bad Moon/Grab for a 3-way mixup. With 50 meter Millia can use RRC to make Bad Moon a much more powerful tool. tk.236P > 88RRC will either hit confirm into a combo or lock the opponent in block stun for options like land 2K vs crossup airdash j.H, or sameside airdash j.H and crossup 2K which are also possible but mashable. Bad Moon is also one of Millia's air combo enders, but using KapelGGST Millia Rage Kapel.pngGuardAllStartup13Recovery12Advantage-1 (IAS) safe jumps and c.S relaunches will usually give better oki follow-ups.

  • Can be used on the ground with a Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. input (2369P or 2369P).
Tip #1: Slightly delay the P 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 23698P input will still work as a TK Bad Moon (useful for up-drift RC)
  • Perfect TK Bad Moon has a startup of 15 frames and is active for 4 frames (hits twice).
  • Alternatively Millia can use 6H(1) > j.236P to use Bad Moon on the ground, but this is slower and 6H can't whiff.
  • Is the highest damage OTG option for knockdowns. However, be careful using it to close out a round if the opponent has Burst since the multi-hit nature of this move means the opponent can burst during the weak first hit and live.

Iron Savior

214P or 4P during Mirazh

Damage GuardHow this attack can be blocked. 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. Invuln
43 Low 20 till corner 17 + 10L -12 10F onwards Airborne
Total: 46
(NoteThe red line indicates that the move has become active, but has a variable active window.)

Iron Savior serves two main purposes: ending combos and being a high-commitment poke. Ending combos with Iron Savior gives a very plus knockdown that can be used to either set up a j.P/j.K safe jump or a basic dash forward jump airdash left/right. Iron Savior is also a great poke for stuffing out the attacks of players who like to go full offense or for players who tend not to crouch block during footsies. Be prepared to use RC to make Iron Savior safe if it gets blocked.

By cancelling a Roman Cancel, Iron savior on hit can convert to meaty H Disc via RRC~j.H (whiff) > 66 H Disc. On block, RRC can also be cancelled into j.K for an overhead and, depending on spacing, 22RRC can be cancelled for a low mix. But the main point of using meter on blocked Iron Savior is just to avoid being punished and keep your turn.

  • Hits low and gives a hard knockdown (+63).
  • Hitbox extends past Millia's foot making it a decent disjointed poke.

Turbo Fall

j.236K

Damage GuardHow this attack can be blocked. 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. Invuln
- - 14 - 9L - None
Total: 23
(NoteThe red line indicates that the move has become active, but has a variable active window.Squares with a yellow underline indicate Turbo Fall's special and Overdrive-cancel window.)

Millia pauses and then shoots downward at a steep angle.

By canceling Turbo Fall into KapelGGST Millia Rage Kapel.pngGuardAllStartup13Recovery12Advantage-1 (IAS), 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 TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36 oki to counter any reversal attempts if close enough and timed correctly.

  • Can phase through opponents.
  • Can be canceled mid animation into any air special.

Mirazh

214K

Damage GuardHow this attack can be blocked. 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. Invuln
- - - - Total 26 - 1-2F Upper Body
3-22F Above Knee
Total: 26
(NoteSquares with a yellow underline indicate Mirazh's special and Overdrive-cancel window.)

Due to its long recovery, Mirazh isn't very effective by itself in pressure, being slower and easier to react to than dashing foward in most cases. 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 SaviorGGST Millia Rage Iron Savior.pngGuardLowStartup20Recovery17 + 10LAdvantage-12 or S Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10, or it can be used to quickly approach into a PRC S Tandem Top poke. In combos, Mirazh cancels are vital for opening up higher damaging combos or for gaining better positioning for oki setups. In pressure, 5H or 6H into Mirazh canceled immediately into Lust ShakerGGST Millia Rage Lust Shaker.pngGuardAllStartup13Recovery-16, -18, -20Advantage-5, -7, -9 is a frametrap that beats even 3 frame normals and throws.

  • Can phase through opponent on frames 4-12.
  • Can be canceled mid animation into any ground special or Overdrive, as well as Wild Assault.
  • Very similar upper body invulnerability to 6P.
  • Millia starts moving at frame 3 and slows down around frame 18, though she never actually stops moving completely.

Lust Shaker

214S or 4S during Mirazh (Mash OK)

Version Damage GuardHow this attack can be blocked. 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. Invuln
3-Hit 7x3 All 13 [1(3)]x2, 1 16 -5 None
6-Hit 7×6 All 13 [1(3)]×5, 1 18 -7 None
9-Hit 7×9 All 13 [1(3)]×8, 1 20 -9 None
3-Hit Lust Shaker
Total: 37
6-Hit Lust Shaker
Total: 50
9-Hit Lust Shaker
Total: 65

Mainly used to make unsafe block stings more safe, frame trapping, or to drain the meter of an opponent who abuses FD.

Depending on how much Millia mashes S, Millia can get 3 different versions: 3-hit, 6-hit, and 9-hit. Each version has slightly more range than the last but will also have more recovery. 3-hit and 6-hit are safe on block depending on distance, however, some characters can punish 9-hit regardless of distance like  Sol's 6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27. 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.

  • Chip damage is underwhelming but FD meter drain is godlike

Artemis

214H or 4H during Mirazh

Version Damage GuardHow this attack can be blocked. 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. Invuln
214H 47 All 24 4 15 -2 4-25 High Profile
Total: 42

Basically  Potemkin's Mega Fist (Backward)GGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4

Staggers on grounded hit. Large launch with large wall bounce on air hit, excellent combo filler. On counterhit Hitting someone while they are in the startup of an attack. In some games counter hits get enhanced by dealing more damage and giving more frame advantage, which can open up new combo possibilities., can combo into 2K > 2D. On normal hit will not combo into anything but can run up and threaten pokes.

Kapel

j.236H

Damage GuardHow this attack can be blocked. 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. Invuln
40 All 13 3 12 -1 (IAS) 1-12F Lower Body
Total: 27
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Kapel massively shifts Millia's hurtbox up during its startup, allowing her to use it to counter or avoid anti-airs. The momentum stalling during the move's startup along with its arc allows Millia to bait and punish more committal moves, but caution is required as a patient opponent can punish Millia after she jumps off the rose. Turbo FallGGST Millia Rage Turbo Fall.pngGuard-Startup14Recovery9LAdvantage- into Kapel is a decent option to vary the angles that she approaches at.

Kapel can be canceled into from air normals during pressure to counter 6P or other anti-airs. (e.g. j.H airdash Kapel can beat even  Sol's 5KGGST Sol 5K Hitbox 1.pngGuardAllStartup3Recovery25Advantage-16.) If Kapel hits the opponent, Millia can almost always combo into j.S > c.S extensions (at the backside of its hitbox, Kapel may launch in the opposite direction instead). A common pressure string is j.H > j.D > Kapel > falling j.H to stay plus, but if the opponent uses Faultless Defense the Kapel itself will whiff, leaving Millia open to anti-airs.

Kapel can also be used in air combos for setting up safe jumps or for c.S relaunches. 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 corner air combos to either relaunch with c.S or to wall splat the opponent low to the ground for a WingerGGST Millia Rage 632146H Full.pngGuardAllStartup8+1Recovery40Advantage-32 wall break.

  • Millia can still use air normals or specials after recovering in the air but loses her remaining airdashes and double jump until landing, even if she still had them available.
  • Soft knockdown on hit, leaving Millia very plus.
  • Technically a projectile, so it beats Baiken's HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- and cannot be Red Roman Cancelled
  • Vulnerable to being air thrown

Overdrives

Winger

632146H

Damage GuardHow this attack can be blocked. 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. Invuln
16×5,50 All 8+1 10(9)15 40 -32 1-8F Full
7-40F Airborne
Total: 82

Millia's reversal Overdrive, and her only reversal in general. Winger is extremely punishable on-block and has a very short horizontal range, so its use as a reversal should be reserved for calling out frame traps or escaping the pressure of overly aggressive opponents. If the opponent is purposely spacing themselves so Winger will whiff or patiently block to see your defensive reactions, it's best to opt for a different escape option.

It's also the preferred Overdrive for wall breaking as it does more damage than Septem VoicesGGST Millia Rage Septem Voices.pngGuardAllStartup4+5RecoveryTotal 43Advantage+8, however it does build significantly more Burst and Tension for the opponent which might be a concern. If the opponent was wall splat too high then the diving hit will whiff, preventing the wall break from occurring. Millia can somewhat makeup for the blunder by doing a jump > airdash for a high/low mixup although there is no reason to do this on purpose.

  • 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

Septem Voices

236236S

Damage GuardHow this attack can be blocked. 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. Invuln
20×2,60 All 4+5 Until corner Total 43 +8 9-26F Airborne
Total: 43
(NoteThe square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.)

Septem Voices is one of Millia's most important meter usages due to its utility as a combo ender/extender.

Ground hit Septem Voices leaves Millia plus enough to setup an H Tandem TopGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36 oki or use 2S to continue the combo. However on air hit, Millia becomes plus enough to get a combo extension with c.S instead. Septem Voices does decent damage and doesn't increase scaling much making it a great way to extend a combo to finish off an opponent. Septem also gives so much advantage that H Tandem Top is meatier than it is from 2D. Because of this, Millia can use Bad MoonGGST Millia Rage Bad Moon.pngGuardHighStartup11Recovery20 + 12LAdvantage-21 while falling to combo on hit due to the second hit of Tandem Top. this sets up a strong 3 way mixup where each option has decent damage for killing, making it a good setup for going for lethal, compared to the normal H disc oki that only does considerable damage on the first 50/50 and much less on the second 50/50. MirazhGGST Millia Rage Mirazh.pngGuard-Startup-RecoveryTotal 26Advantage- cancel Septem Voices is especially powerful as it allows Millia to be closer making Septem combo extensions and H Tandem Top oki pretty much guaranteed.

  • On-hit, it will hard knockdown the opponent (+67 point blank, but increases significantly with distance or with air-hit)
    • Only the last hit will hard knockdown
  • Juggles opponent on air-hit making it even more plus
  • Beats every non-Overdrive projectile in the game. Loses to every other Overdrive projectile except for Zato's Sun VoidGGST Zato-1 Sun Void.pngGuardAllStartup11+14RecoveryAdvantage+3 (it will trade, but Eddie still comes back)

Colors

GGST Millia Rage color 1.png
GGST Millia Rage color 2.png
GGST Millia Rage color 3.png
GGST Millia Rage color 4.png
GGST Millia Rage color 5.png
GGST Millia Rage color 6.png
Color 1
Color 2 Millia Rage's pre-Xrd Colorscheme
Color 3
Color 4
Color 5
Color 6
GGST Millia Rage color 7.png
GGST Millia Rage color 8.png
GGST Millia Rage color 9.png
GGST Millia Rage color 10.png
GGST Millia Rage color 11.png
GGST Millia Rage color 12.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGST Millia Rage color 13.png
GGST Millia Rage color 14.png
GGST Millia Rage color 15.png
Color 13
Color 14
Color 15
Colors 7-15 are available through DLCColor 13 is included in the 25th Anniversary Appreciation Colors free DLC
Colors 14 and 15 are included in the 25th Anniversary Colors DLC
Colors 7-11 are included in Season Pass 1
Color 12 is included in Ultimate Edition

Navigation

To edit frame data, edit values in GGST/Millia Rage/Data.
Systems Pages