GGST/Millia Rage: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{Overview
{{GGST/CharacterLinks}}
| 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.
<div id="home-content" class="home-grid">
{{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 ({{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|S|f.S}}, {{clr|K|2K}} and {{clr|K|5K}}. Using {{clr|K|5K}} is especially powerful as it 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 okizeme due to her extremely powerful {{prompt|GGST|H|18px}} {{MMC|input=236H|label=[[#Tandem Top|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 low is {{clr|K|2K}} while her main highs are {{clr|K|6K}}, {{clr|D|5[D]}}, and any air normal. Her {{clr|H|j.H}} is especially notable due to its low hitbox and ability to hit both sides of Millia. She can even cross-up with an airdash or with Turbo Fall and {{MMC|input=214K|label=[[#Mirazh|Mirazh]]}} depending on the setup.
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 Mirazh also has the very unique and powerful ability to be special canceled mid-animation. This allows her to get better combo conversions she normally wouldn't get before or to make previous conversions more consistent and easier. It also brings her closer to her opponent after knockdowns allowing her to get better oki mixups or to even setup {{prompt|GGST|H|18px}} Tandem Top in situations where she couldn't before.
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.


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 "Touch of Death" or ToD combos, as well as losing fast in general. Furthermore, her defensive options are insignificant in balancing it all out. Her fastest jab, {{clr|P|2P}}, is particularly fast but has very little reward on-hit. 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). 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.
Millia’s main weakness is her low health combined with her high [[../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.


 
With incredible aerial movement and devastating okizeme mixups, Millia is nothing less than the setplay queen of Guilty Gear.
With incredible aerial movement and devastating, looping okizeme set-ups, Millia is nothing less than the setplay queen of Guilty Gear.
}}
| 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.
{{GGST/Infobox
| pros =  
| fastestAttack = [[#2P|{{clr|P|2P}}]] (4F)
*'''Floats like a Butterfly:''' An extra airdash, a [[#Turbo Fall|fastfall]], a [[#Kapel|command double jump]], and a fast run on the ground makes Millia one of the most mobile characters in the game. Thanks to this, despite her below-average normals, she can command the pace of the match without the need of a traditional fireball.
| reversal = [[#Winger|Winger]] (9F)
*'''Looping Vortex:''' While the damage of her individual combos may not be very high, many of her combos will lead into safejumps and left/right mixups that can confirm back into {{prompt|GGST|H|18px}} {{MMC|input=236H|label=[[#Tandem Top|Tandem Top]]}} to continue vortexing the opponent.
}}
*'''Strong Mixups:''' Millia's {{clr|K|5K}} and {{clr|S|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 powerful close range Mixups.
{{ReasonsToPick
*'''RC Often Enables Rewarding Mix Opportunities:''' Unlike most other characters, Millia tends not to use meter for combos, but rather for committing to mixups to combo or have even more opportunities to hit the opponent if blocked. Even if the mixups fails, she can usually continue her pressure afterwards with {{clr|K|5K}} or {{clr|S|c.S}}.
|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.
| cons =  
|pickMe=
*'''Doesn't Sting Like a Bee:''' Due to dealing lower damage than most of the cast, Millia struggles to convince opponents not to mash or ignore some of her options as they can shrug off the damage they take for guessing wrong.
*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 Health:''' By having the second lowest health in the game, mediocre [[GGST/Damage#Guts|Guts]], and a high R.I.S.C. multiplier, Millia is prone to losing the match for very few mistakes on defense or the opponent going for a risky but rewarding option.
*Combos frequently leading into okizeme and safejumps to continue offense.
*'''Lacking Defense:''' Millia's average defensive tools don't fully compensate for her poor health stats. Her natural meter gain is also lower than most characters, limiting her use of Faultless Defense as well as her [[#Winger|reversal]] unless she manages to get her own pressure off.
*Forcing coinflips and multi-layered mixups, especially with meter.
*'''Burst and YRC Prone:''' Millia's offense tends to build up more burst and meter for her opponent than herself, while also being unsafe against the defensive options they allow. This means that baiting burst and YRC can end up being a big part of her gameplan, adding more inherent risk to her pressure.
*Some of the most fearsome okizeme in the game on her best knockdowns.
| fastestAttack = [[#2P|2P]] (4F)
|avoidMe=
| reversal = [[#Winger|632146H]] (9F)
*A fragile character, with extremely low health susceptible to high R.I.S.C. Small mistakes are very costly.
| voice_actor = Japanese: Yuko Sumitomo <br/> English: Tara Platt
*Having to frequentlly route combos for better knockdowns rather than damage.
| difficulty_rating = 2
*Generally low damage combos, requiring you to whittle away at opponents with smaller hits.
| official_difficulty = yes
}}
}}
</div>


==Normal Moves==
==Normal Moves==
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{{GGST Move Card
{{GGST Move Card
|input=5P
|input=5P
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
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.
|startup  = 7
* Can gatling into itself.
|active  = 5
|recovery = 7
}}
Deals decent damage and has good range for a {{clr|P|5P}}, but it'll whiff on most crouchers. {{clr|P|5P}} is useful for anti-airing thanks to its high hitbox, good speed, and decent combos off air-hit. It's also useful for controling space in-front of Millia to preempt an attack/approach due to its decently long active frames and low recovery.
* Can gatling into itself
* Whiffs on most crouching characters.
* Whiffs on most crouching characters.


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
}}
}}


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{{GGST Move Card
{{GGST Move Card
|input=5K
|input=5K
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
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.
|startup  = 7
* Jump and Dash Cancelable on hit or block.
|active  = 3
* One of the few {{clr|K|5K}}s that can gatling into itself and other {{clr|K|K}} normals.
|recovery = 12
}}
Weaker than {{clr|S|c.S}}, but is not bounded in a proximity. Useful as a mix-up tool outside the proximity of {{clr|S|c.S}}. Can also be used in situations when {{clr|S|f.S}} would be too slow or for better reward.


On normal hit, you would cancel the move into {{clr|D|2D}} to initiate {{MMC|input = 236H|label = [[{{PAGENAME}}#Tandem Top|H Tandem Top]]}} oki. On Counter Hit, however, you can combo into {{clr|H|6H}} for better damage and still get a decent oki.
[[/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}}
* Jump and Dash Cancelable on Hit or Block.
* One of the few {{clr|K|5K}}s that can self-gatling.
 
[[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}}
}}
}}


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{{GGST Move Card
{{GGST Move Card
|input=c.S
|input=c.S
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{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}}.
|startup  = 7
|active  = 6
|recovery = 16
}}
{{clr|S|c.S}} is one of her most useful pokes in combos and pressure and can also be a serviceable anti-air. Although it only works within the proximity, you have more options than when using {{clr|K|5K}} due access to better gatlings, as well as more hitstun and better launch velocity. It's long active hitboxes of 6 frames meaning it can catch most backdashes if timed correctly.
* Hits twice, jump and dash cancelable on both hits.
* Hits twice, jump and dash cancelable on both hits.
* Second hit floats.
* Floating crumple on second hit.


[[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}}
[[/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}}
}}
}}


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{{GGST Move Card
{{GGST Move Card
|input=f.S
|input=f.S
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
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.
|startup  = 10
* High pushback, making it safe but also inconsistent for combos
|active  = 2
|recovery = 19
}}
Millia's {{clr|S|f.S}} is mainly used in general footsie situations. Does not lead to great meterless reward, if it combos at all, on max range. Leads to better on Counter Hit, but takes some hit-confirming. {{clr|S|2S}} is generally preferrable in combos, as it exerts less knockback.
* The move has a very intense knockback which makes it both safe but also inconsistent in comboing


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
}}
}}


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{{GGST Move Card
{{GGST Move Card
|input=5H
|input=5H
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{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.  
|startup  = 12
 
|active  = 4
{{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.
|recovery = 23
}}
{{clr|H|5H}} is used in both combos and block strings along with {{clr|H|2H}} and {{clr|H|6H}}. Compared to {{clr|H|2H}}, {{clr|H|5H}} is more likely to consistently hit due to its larger horizontal hitbox, but Millia loses out on better meterless counter hit combos. Due to how her {{clr|H|5H}} hitbox works, it's usually only safe when used at mid-long ranges. It is possible to make close {{clr|H|5H}} safer by canceling it into {{MMC|input=214S|label=[[{{PAGENAME}}#Lust_Shaker|Lust Shaker]]}} thanks to Lust Shaker being -5 instead of -8. Close {{clr|H|5H}} into Lust Shaker is gapless so the opponent can't mash a reversal, however, far {{clr|H|5H}} into Lust Shaker will usually have a small gap that can be mashed.
* The move has two hitboxes: a close hitbox and far hitbox
* The move has two hitboxes: a close hitbox and far hitbox
** Close hitbox is active on frame 12 and is about the range of her {{clr|P|2P}}
** Close hitbox is active on frame 12 and is approximately {{clr|P|2P}} range.
** Far hitbox is active on frame 14 which is disjointed and leaves her -6 on block instead.
** 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.
* Causes a small ground bounce on air hit.
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|input=5D, 5[D]
|input=5D, 5[D]
|versioned=name
|versioned=name
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
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.
|startup  = 20
----
|active  = 3
|recovery = 26
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|active  = 3
|recovery = 26
}}
 
;Uncharged Dust
;Uncharged Dust


Uncharged dust is useful for beginners as [{{clr|D|5D}} > 88.RRC > ...] is easier and only slightly slower than [{{clr|P|tk.236P}} > 88.RRC > ...], but is significantly faster than [{{clr|H|6H(1)}} > {{clr|P|j.236P}} > 88.RRC > ...]. It can also be used as a way to cash out on built-up R.I.S.C. gauge by doing [{{clr|D|5D}} FRRC {{clr|S|c.S}} > ...]. But since Millia tends to focus more on mixups rather than block strings, this isn't really practical as her opponents will not have enough R.I.S.C. to justify this technique. Avoid using uncharged dust without RC as uncharged dust on-hit leaves Millia on neutral frame advantage which is extremely bad for her.
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.  
* Uncharged dust on-hit is 0 or neutral frame advantage and causes float
* Floating crumple on hit, +0.
* Causes 80% proration on-hit
----
----
;Charged Dust
;Charged Dust
''On-hit, holding {{Ni|8}} will activate [[../Mechanics#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.''


Due to its large and easy to spot animation combined with its very slow start up, it can be pretty easy for a capable opponent to react and block Millia's charged dust. Charged dust is mainly going to be used as a punish tool due to being fairly reactable and leaving Millia very minus on block. Additionally, charged dust is used occasionally in combos where it can juggle the opponent to allow a {{clr|S|c.S}} afterwards. It's also possible to get a cheeky charged dust to work if the opponent was waiting for a different mixup or due to reduced reactions speeds caused by rollback frames.
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.
* Charged Dust leads to soft knockdown (+36).
* Leads to soft knockdown if not cancelled into Homing Jump (+36).
* Holding any upwards direction during the hitstop frames of charged dust will activate Homing Jump:
** Doing a Homing Jump will cause an Area Shift and put the opponent into a unique high damaging air combo state.
** Pressing any attack twice in a row without jump/dash canceling will perform a unique Finishing Blow attack, causing a hard knockdown (+23).
** Homing Jump combos can sometimes increase [[GGST/Gauges#Tension Balance|Tension Balance]] enough to activate [[GGST/Gauges#Positive Bonus|Positive Bonus]].


}}
}}
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{{GGST Move Card
{{GGST Move Card
|input=2P
|input=2P
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{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.  
|startup  = 4
|active  = 2
|recovery = 10
}}
{{clr|P|2P}} is Millia's fastest jab allowing her to use it defensively to escape pressure or to intercept an opponent's tick-throw.
 
She can also use it as a tick-throw herself, but {{clr|K|5K}} is usually better since it has superior mixup options and frame traps. It's effective at baiting YRC and Burst, as mashing {{clr|P|1P}} will allow her to recover in time to automatically block any YRC/Burst. If they don't YRC/Burst, she can do a tick-throw or a delayed {{clr|P|2P}} to reset to neutral.
 
Though it may be used defensively, its little reward on-hit makes it hard to warrant using over jump or {{clr|K|2K}}, but will confirm {{clr|P|2P}} > {{clr|H|6H}} on counterhit.


Can OTG into {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}} for a left/right mixup, extremely strict timing to avoid losing to grab.
{{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.
* Can gatling into itself
* Can gatling into itself


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}
}}
}}


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{{GGST Move Card
{{GGST Move Card
|input=2K
|input=2K
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{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.  
|startup  = 6
|active  = 3
|recovery = 12
}}
{{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}} as it has better reward and range at the cost of being slightly slower. Combos into {{clr|D|2D}} allowing for a meaty {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki. {{clr|K|2K}} also low profiles many moves making it more useful as a poke vs higher moves or air approaches that don't reach low enough. Trip on air-hit can also offer a very niche combo extending property.
* Can OTG into {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}} for a left/right mixup (Strict timing on PO, FA, NA, GO).
* Trips on air hit.
* Trips on air hit.


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|6P}}, {{clr|K|6K}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


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{{GGST Move Card
{{GGST Move Card
|input=2S
|input=2S
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
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.
|startup  = 11
|active  = 2
|recovery = 18
}}
Millia's staple block string follow-up after {{clr|S|c.S}} due to it hitting low and having good counter hit combos after a frame trap. It's also useful as an alternative poking tool for {{clr|S|f.S}} as it doesn't whiff against low profiling opponents an it also has more rewarding combos on counter hit. The only real downside is the slightly shorter range and longer startup. Great combo extender in certain situations due to the trip on air hit.
* 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).
* 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.
* Trips on air hit.


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
}}
}}


Line 205: Line 159:
{{GGST Move Card
{{GGST Move Card
|input=2H
|input=2H
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{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.
|startup  = 14
|active  = 7
|recovery = 17
}}
{{clr|H|2H}} is used in combos along with {{clr|H|6H}} for some of her highest damage confirms. {{clr|H|2H}} is risky as a blockstring option due to the short range causing it to whiff often, making {{clr|H|5H}} often just better to use on block. In combos, its launch on hit property is extremely useful as keeps the opponent in the air longer after {{MMC|input=214P|label=[[{{PAGENAME}}#Iron Savior|Iron Savior]]}} giving more time for oki set-ups. Alternatively, Millia can take advantage of the launch to setup {{MMC|input=236236S|label=[[{{PAGENAME}}#Septem Voices|Septem Voices]]}} combos.
* Launches on-hit
* 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]]}}).
* If Millia doesn't follow up, opponent will soft knockdown after landing (+40 Alone/+35 with {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}}).
Line 219: Line 169:
{{GGST Move Card
{{GGST Move Card
|input=2D
|input=2D
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
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]]}}.
|startup  = 12
|active  = 3
|recovery = 22
}}
Millia's primary set up for 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}}. Due to {{clr|D|2D}}'s lower blockstun, millia has no gapless special cancels from {{clr|D|2D}} besides {{clr|S|S}} {{MMC|input=236S|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} and {{MMC|input=236236S|label=[[{{PAGENAME}}#Septem Voices|Septem Voices]]}}, which means without meter, reversals frame 11 or faster will punish Millia's {{clr|D|2D}} or punish her {{clr|S|S}} {{MMC|input=236S|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}}, making the move very risky to have blocked against characters with meterless reversals or 50 meter available.
* {{keyword|Hard Knockdown}} gives +48 frame advantage (+45 with {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}})
* {{keyword|Hard Knockdown}} gives +48 frame advantage (+45 with {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}})
}}
}}
Line 232: Line 178:
{{GGST Move Card
{{GGST Move Card
|input=6P
|input=6P
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
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.
|startup  = 9
|active  = 9
|recovery = 16
}}
Fast upper-body invincibility attack that's good for beating jump-ins (especially air dash jump-ins). The upper-body invul can also be useful for low profiling most long range pokes if timed correctly. Getting an anti-air counter hit with {{clr|P|6P}} is extremely important as it allows her to set-up meaty {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki from anywhere on screen thanks to {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}} canceling. That said, if you want an anti-air with better speed and combo potential, {{clr|P|5P}} is preferred.
* Universal upper body invulnerability attack.
* Universal upper body invulnerability attack.
* Hard knockdown on air counter.
* Hard knockdown on air counter.
Line 246: Line 188:
{{GGST Move Card
{{GGST Move Card
|input=6K
|input=6K
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{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).
|startup  = 28
* Despite what the animation may suggest, the move is not considered airborne and is not grab invincible.
|active  = 2
|recovery = 14
}}
{{clr|K|6K}} is a slow overhead that can combo on-hit or be made safe on-block by using special/Overdrive cancels. {{MMC|input=214S|label=[[{{PAGENAME}}#Lust_Shaker|Lust Shaker]]}} is the main special cancel as it's safe on 3-hit and soft knockdowns on 9-hit. With meter, forward drift PRC {{clr|S|S}} {{MMC|input=236S|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} can combo into a corner carry soft knockdown or allow Millia to continue pressure if it's blocked. Alternatively, {{MMC|input=236236S|label=[[{{PAGENAME}}#Septem Voices|Septem Voices]]}} on-hit can be converted into a {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki setup, and it also leaves her plus on-block although it's only useful in the corner. The best place to use {{clr|K|6K}} is in the corner since most of its follow-ups are most rewarding in the corner.
* Despite what the animation may suggest, the move is not considered airborne. Therefore it is not grab invincible.
* {{clr|K|6K}} is tied with charged dust ({{clr|D|5[D]}}) as being her slowest overhead.
* {{clr|K|6K}} is tied with charged dust ({{clr|D|5[D]}}) as being her slowest overhead.
* Can be canceled into other specials/supers on hit or block.
* Special cancellable.
* Forced crouch on ground hit, mild ground bounce on air hit.
* Forced crouch on ground hit, mild ground bounce on air hit.
}}
}}
Line 262: Line 200:
{{GGST Move Card
{{GGST Move Card
|input=6H
|input=6H
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{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.  
|startup  = 17
|active  = 9
|inactive = 13
|offset = 5
|recovery = 23
}}
{{clr|H|6H}} is used primarily in combos along with {{clr|H|2H}}. When used in block strings, {{clr|H|6H}} is usually used to frame trap, chase down an opponent using FD, or to special cancel into {{MMC|input=j.236P|label=[[{{PAGENAME}}#Bad Moon|Bad Moon]]}} (generally not advised in high level play). In terms of comboing, {{clr|H|6H}} is great for its superior corner carry, higher damage, and its ability to sometimes loop when combined with {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}}. {{clr|H|6H}} leads to one of her highest damaging combos off counter hit as she can cancel the second hit of {{clr|H|6H}} into a Mirazh cancelled {{MMC|input=214P|label=[[{{PAGENAME}}#Iron Savior|Iron Savior]]}} for high damage. CH {{clr|H|6H}} will mainly come from meaty {{clr|H|6H}} after a knockdown to counter wake-up grab.
* First hit makes Millia airborne making it grab invincible and air-special cancelable.
* First hit makes Millia airborne making it grab invincible and air-special cancelable.
* Long ground bounces on air hit.
* Long ground bounces on air hit.
* {{clr|H|6H}}(1) > {{MMC|input=j.236K|label=[[#Turbo Fall|Turbo Fall]]}} is -5 on block.
}}
}}


Line 278: Line 211:
{{GGST Move Card
{{GGST Move Card
|input=j.P
|input=j.P
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{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.
|startup  = 5
* Millia's fastest aerial
|active  = 4
|recovery = 12
}}
{{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 [https://glossary.infil.net/?t=Frame%20Kill frame kill] to help setup a safe jump after {{MMC|input=214P|label=[[{{PAGENAME}}#Iron Savior|Iron Savior]]}}. Its good launch velocity along with short recovery also allows her to link into a full combo.
* Millia's fastest air jab


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|P|j.P}}
}}
}}


Line 293: Line 222:
{{GGST Move Card
{{GGST Move Card
|input=j.K
|input=j.K
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
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.
|startup  = 6
* Can be canceled into jump, air-dash, or air-backdash.
|active  = 4
|recovery = 12
}}
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}} is interchangeable with {{clr|S|j.S}}. However, {{clr|K|j.K}} is faster, has a larger hitbox, and launches the opponent higher than {{clr|S|j.S}}, but it does noticeably lower damage. Keep in mind that {{clr|K|j.K}} will almost always lose to wake-up {{clr|P|6P}}, where a low {{clr|H|j.H}} would often hit. 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.


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
}}
}}


Line 308: Line 233:
{{GGST Move Card
{{GGST Move Card
|input=j.S
|input=j.S
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
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.
|startup  = 7
* Can be canceled into jump, air-dash, or air-backdash.
|active  = 4
* Whiffs on most crouchers, low profile attacks, and generally doesn't hit well below millia.
|recovery = 14
}}
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}}. But if {{clr|S|j.S}} might whiff, it can usually be swapped for {{clr|K|j.K}} to keep the combo going. 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.
* Gives medium counter hit
* Whiffs on most crouchers or low profile attacks


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
}}
}}


Line 325: Line 245:
{{GGST Move Card
{{GGST Move Card
|input=j.H
|input=j.H
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{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.
|startup  = 8
|active  = 10
|recovery = 25
}}
{{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 able to allow crossup {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} to work if {{clr|S|c.S}}(1) is canceled into {{clr|D|2D}}. It can also be converted into {{clr|S|c.S}} block string pressure if {{clr|H|j.H}} is blocked. 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.  
{{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.
* Can be canceled into jump, air-dash, or air-backdash.
* Hits both sides of Millia (first 4 frames hit front and back, the last 6 will only hit behind).
* Hits on both sides (first 4 frames hit front and back, the last 6 will only hit behind).
* It's low hit box can beat {{clr|P|6P}}, but only if Millia is close enough to the ground.
* Hits deep enough to beat {{clr|P|6P}}s if sufficiently close to the ground.
* Gives medium counter hit


[[GGST/Millia_Rage/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|D|j.D}}
}}
}}


Line 345: Line 260:
{{GGST Move Card
{{GGST Move Card
|input=j.D
|input=j.D
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
{{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.
|startup  = 9
* Can be canceled into jump, airdash, or air-backdash.
|active  = 7
|recovery = 27
}}
{{clr|D|j.D}} is mainly used for combos, not so much 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.
* Can be canceled into Jump, air-dash, or air-backdash.
* Launches on hit.
* Launches on hit.
* Slows down Millia's fall during startup and shifts her upwards during the active frames.  
* Slows down Millia's fall during startup and shifts her upwards during the active frames.  
Line 363: Line 274:
{{GGST Move Card
{{GGST Move Card
|input=6D or 4D
|input=6D or 4D
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
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.
|startup  = 2
|active  = 3
|recovery = 38
}}
Millia's ground throw is one of the best non-command grabs in the game due to how plus it leaves her on KD. 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.


Another mixup off throw Millia can attempt is {{clr|P|2P}}/{{clr|K|2K}} {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}} OTG. {{clr|P|2P}}/{{clr|K|2K}} Mirazh OTG is a left/right mixup that leads into {{clr|H|H}} Tandem Top on hit by either crossing up or staying on the same side of the opponent with {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}}. {{clr|K|2K}} should always beat wake-up grab, but she can't crossup big bodies ({{Character Label|GGST|Faust|label=FA}}, {{Character Label|GGST|Goldlewis Dickinson|label=GO}}, {{Character Label|GGST|Nagoriyuki|label=NA}}, and {{Character Label|GGST|Potemkin|label=PO}}). Using {{clr|P|2P}} can crossup regardless if the opponent is a big body or not but requires precise execution to make safe to wake-up grab (especially crossup). With incorrect spacing this setup may be predictable as to which side Millia will end on, and is not reversal safe, making it especially weak to opponent's with meterless reversals.
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.
* Hard knockdown gives +61 frame advantage (12 frame gap for {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki).
* Hard knockdown gives +61 frame advantage (12 frame gap for {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki).
* Can throw the opponent either forward or backwards.
* Can throw the opponent either forward or backwards.
** Back throwing when opponent is in corner puts Millia in-between the opponent and the wall.
** Back throwing when Millia is in corner will leave a subtle gap between the opponent and the wall.
** 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.
* Millia can act slightly before the camera is done moving.
Line 383: Line 289:
{{GGST Move Card
{{GGST Move Card
|input=j.6D or j.4D
|input=j.6D or j.4D
|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}}
|description=
|description=
{{#invoke:FrameChart|drawFrameData
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.
|startup  = 2
|active  = 3
|recovery = 38
}}
Air grab 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 grab is also useful during delay {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#Tandem Top|Tandem Top]]}} oki since [ airdash > grab ] will crossup an opponent blocking or grab an opponent trying to jump out. Air grab won't setup 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.
* Hard knockdown gives +47 frame advantage
* Hard knockdown gives +47 frame advantage
* Can throw the opponent either forward or backwards.
* Can throw the opponent either forward or backwards.
* After the cinematic, Millia and opponent are put full screen away from each other (unless in the corner).
* Leaves Millia and the opponent full screen away from each other (unless in the corner).
}}
 
===<big>Wild Assault</big>===
{{InputBadge|{{clr|D|236D}} with 50% Burst (Hold OK)}}
{{GGST Move Card
|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 [[../Mechanics#Burst Gauge|Burst Gauge]] on hit or block.
*Applies Hard Knockdown when launching or when used to [[../Damage#The Wall|Wall Break]].
 
}}
}}


Line 398: Line 325:


===<big>Tandem Top</big>===
===<big>Tandem Top</big>===
{{InputBadge|{{clr|S|236S}}\{{clr|H|236H}}}}
{{InputBadge|{{clr|S|236S}} or {{clr|S|6S}} during Mirazh\{{clr|H|236H}} or {{clr|H|6H}} during Mirazh}}
{{GGST Move Card
{{GGST Move Card
|input=236S, 236H
|input=236S, 236H
|versioned=input
|versioned=input
|description=
|frameChart={{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|title    = '''{{Prompt|GGST|S}} Tandem Top'''
|startup  = 12
|startup  = 12
|active  = 14
|active  = 14
|recovery = 23
|recovery = 20
|frcStart = 10
|frcEnd  = 10
}}
}}
{{#invoke:FrameChart|drawFrameData
{{#invoke:FrameChart|drawFrameData
|title    = '''{{Prompt|GGST|H}} Tandem Top'''
|startup  = 73
|startup  = 73
|active  = 34
|active  = 34
|frcStart = 23
|frcEnd  = 23
}}
}}
;S Tandem Top
{{#invoke:FrameChart|drawFrameData
Decent anti-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, S Disc can be used as a get in option or a block string extender that will combo on-hit or extend pressure on block (may leave mashable gaps depending on distance). If the opponent jumps over PRC S Disc, then Millia can either air grab them or try to intercept with {{clr|K|j.K}}/{{clr|S|j.S}}.
|title    = '''Millia during {{Prompt|GGST|H}} Tandem Top'''
* Fully extends at frame 48 giving -1 frame advantage instead of -14.
|recovery = 51
|frcStart = 23
|frcEnd  = 23
}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
|description=
''Commonly referred to as "Disc."''
;{{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.
* 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.
* Launches Millia upward allowing her to evade some attacks while still putting offense.
* Puts Millia in counter hit state for the entire duration.
* Full Counter Hit duration.
----
----
;H Tandem Top
;{{clr|H|H}} Tandem Top
{{clr|H|H}} Disc is Millia's most important okizeme tool due to its good damage and high success chance. Meaty {{clr|H|H}} Disc hits the opponent nearly immediately on wake-up 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 crossup 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 mixup between crossup or sameside). If Millia crossups the opponent 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).
{{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).


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 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.
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.


Does not go away if you block, so if you condition right, the opponent will have to respect your oki.
Does not go away if Millia blocks, so if you condition right, the opponent will have to respect her oki.
* Certain characters such as {{Character Label|GGST|Leo Whitefang|label=Leo}} and {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}} can {{clr|P|6P}} on wakeup against {{clr|H|H}} Disc from {{clr|D|2D}}, and others like {{Character Label|GGST|May|label=May}} or {{Character Label|GGST|Jack-O|label=Jack-O'}} can {{clr|P|6P}} if the knockdown was from more scaled combos and not specifically {{clr|S|C.S}} starters
* Launches Millia even higher than {{clr|S|S}} version and recovers before landing with all air options still being available.
* Launches Millia even higher than {{clr|S|S}} version and recovers before landing with all air options still being available.
* In counter hit state until mid-air recovery
* Full Counter Hit duration.
* Will land and can act on frame 66
* 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)
* 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)
:: '''Meaty H disc setups:''' {{clr|D|2D}}, air counter hit {{clr|P|6P}}, air-hit {{MMC|input=236236S|label=[[{{PAGENAME}}#Septem Voices|Septem Voices]]}}, any red RC hit
<div class="mw-collapsible mw-collapsed">
:: '''Delay H disc setups:''' Ground grab, air-hit {{clr|H|6H}} (corner), Iron Savior (requires {{MMC|input=214K|label=[[{{PAGENAME}}#Mirazh|Mirazh]]}} cancel or corner), ground-hit Septem Voices, delaying a meaty H disc starter
'''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>
}}
}}


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{{GGST Move Card
{{GGST Move Card
|input=j.236P
|input=j.236P
|frameChart={{#invoke:FrameChart|drawFrameData
|startup  = 11
|isProjectile = yes
|recovery = 20
|specialRecovery = 12
}}<small>({{tt|Note|The red line indicates that the move has become active, but has a variable active window.}})</small>
|description=
|description=
{{#invoke:FrameChart|drawFrameData
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.
|startup  = 11
|active  = 4
|recovery = 32
}}
Millia's infamous instant overhead that's too fast to react to and can gapless block string after a jump canceled {{clr|S|c.S}}. Midscreen, Bad Moon allows Millia to meaty with {{clr|K|5K}}, {{clr|S|f.S}} or {{clr|D|2D}} off it's 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}} > 88.RRC will either hit confirm into a combo or lock the opponent in block stun for a brutal 4-way mixup. Bad Moon is also one of Millia's air combo enders, but using {{MMC|input=j.236H|label=[[{{PAGENAME}}#Kapel|Kapel]]}} safe jumps and {{clr|S|c.S}} relaunches will usually give better oki follow-ups.
* Can be used on the ground with a {{keyword|Tiger Knee}} input ({{clr|P|2369P}} or {{Ni|236}}{{Ni|9}}{{prompt|GGST|P}}).
* Can be used on the ground with a {{keyword|Tiger Knee}} input ({{clr|P|2369P}} or {{Ni|236}}{{Ni|9}}{{prompt|GGST|P}}).
: '''Tip #1:''' Slightly delay the {{prompt|GGST|P}} because there's a 4 frame startup to jump.
: '''Tip #1:''' Slightly delay the {{prompt|GGST|P}} because there's a 4 frame startup to jump.
Line 450: Line 406:
: '''Tip #3:''' Doing a {{Ni|23698}}{{prompt|GGST|P}} input will still work as a TK Bad Moon (useful for up-drift RC)  
: '''Tip #3:''' Doing a {{Ni|23698}}{{prompt|GGST|P}} 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).
* Perfect TK Bad Moon has a startup of 15 frames and is active for 4 frames (hits twice).
* Alternatively Millia can use [{{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.
* 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.
* Is the highest damage otg option for knockdowns.
* 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.  
}}
}}


===<big>Iron Savior</big>===
===<big>Iron Savior</big>===
{{InputBadge|{{clr|P|214P}}}}
{{InputBadge|{{clr|P|214P}} or {{clr|P|4P}} during Mirazh}}
{{GGST Move Card
{{GGST Move Card
|input=214P
|input=214P
|frameChart={{#invoke:FrameChart|drawFrameData
|startup  = 20
|isProjectile = yes
|recovery = 17
|specialRecovery = 10
}}<small>({{tt|Note|The red line indicates that the move has become active, but has a variable active window.}})</small>
|description=
|description=
{{#invoke:FrameChart|drawFrameData
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.
|startup  = 20
|active  = 30
|recovery = 27
}}
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 run up airdash 4-way mixup. 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 PRC to make Iron Savior safe if it gets blocked.


With Red RC, it can be used as a means of setting up mixups by either using normal RRC or FRRC (Fast Red RC). Normal RRC mixups are impossible to react to and keep the opponent in block stun for 16f giving plenty of time to mix. The main advantage of normal RRC is that it's easy to react and convert into full combo if the Iron Savior hits. FRRC mixups for the most part are the same as they're normal RRC counterparts. However by canceling the RRC, the opponent isn't in block stun and Millia can ''almost'' immediately grab the opponent. Also notable is that FRRC overhead is a very good knowledge check for lower floors especially if Iron Savior was done from far away.
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.
* Hits low and gives a hard knockdown (+63).
* Hits low and gives a hard knockdown (+63).
* Hitbox extends past Millia's foot making it a decent disjointed poke.
* Hitbox extends past Millia's foot making it a decent disjointed poke.
Line 475: Line 432:
{{GGST Move Card
{{GGST Move Card
|input=j.236K
|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=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|recovery = 30
|specialRecovery = 12
}}
Millia pauses and then shoots downward at a steep angle.
Millia pauses and then shoots downward at a steep angle.


Line 492: Line 452:
{{GGST Move Card
{{GGST Move Card
|input=214K
|input=214K
|frameChart={{#invoke:FrameChart|drawFrameData
|recovery = 26
|frcStart = 7
|frcEnd  = 13
}}<small>({{tt|Note|Squares with a yellow underline indicate Mirazh's special and Overdrive-cancel window.}})</small>
|description=
|description=
{{#invoke:FrameChart|drawFrameData
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.
|startup  = 6
* Can phase through opponent on frames 4-12.
|recovery = 9
* Can be canceled mid animation into any ground special or Overdrive, as well as Wild Assault.
|specialRecovery = 14
}}
Due to its long recovery, Mirazh is one of Millia's weaker delay mixups since run up grab/jab are usually faster and are more guaranteed to work. Mirazh as a mixup is best used as rarely as possible as a way to throw off the opponent. It's particularly effective when crossing up an opponent mashing reversal.
 
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 newer higher damaging combos or for gaining better positioning for oki setups. In pressure, {{clr|H|H}} normals into miraz canceled into {{MMC|input=214S|label=[[{{PAGENAME}}#Lust Shaker|Lust Shaker]]}} leave a larger mashable gap but will catch delayed mashing or slower buttons, as well as forcing an airblock against most jumpouts which will leave the 3 hit version of Lust Shaker plus. Miraz canceled into {{clr|S|S}} Tandem Top can frametrap even tighter but is highly punishable in counterhit recovery, so don't attempt this without meter.
* Can phase through opponent on frames 6-14.
* Can be canceled mid animation into any ground special/Overdrive.
* Very similar upper body invulnerability to {{clr|P|6P}}.
* Very similar upper body invulnerability to {{clr|P|6P}}.
* Millia starts moving at approximately frame ~10 and stops moving at about frame ~20.
* Millia starts moving at frame 3 and slows down around frame 18, though she never actually stops moving completely.
}}
}}


===<big>Lust Shaker</big>===
===<big>Lust Shaker</big>===
{{InputBadge|{{clr|S|214S}} (Mash OK)}}
{{InputBadge|{{clr|S|214S}} or {{clr|S|4S}} during Mirazh (Mash OK)}}
{{GGST Move Card
{{GGST Move Card
|input=214S
|input=214S (3-Hit), 214S (6-Hit), 214S (9-Hit)
|versioned=name
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=214S (3-Hit)|title='''3-Hit Lust Shaker'''|active=1|inactive2=3|active3=1|inactive4=3|active5=1|}}
{{#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}}
{{#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}}
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 17
|active  = 3
|inactive = 3
|offset = 1
|inactive = 3
|offset = 2
|recovery = 16
}}
Mainly used to make unsafe block stings more safe, frame trapping, or to drain the meter of an opponent who abuses FD.
Mainly used to make unsafe block stings more safe, frame trapping, or to drain the meter of an opponent who abuses FD.


Line 526: Line 479:
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.''
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.''


* Chip damage is underwhelming but FD meter drain is godlike
}}
===<big>Artemis</big>===
{{InputBadge|{{clr|H|214H}} or {{clr|H|4H}} during Mirazh}}
{{GGST Move Card
|input=214H
|versioned=input
|frameChart=auto
|description=Basically
{{Character Label|GGST|Potemkin|label=Potemkin's}} {{MMC|game=GGST|chara=Potemkin|input=214p|label=Mega Fist (Backward)}} without the ability to hit overhead.


* Chip damage is underwhelming but FD meter drain is godlike
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.
}}
}}


Line 534: Line 498:
{{GGST Move Card
{{GGST Move Card
|input=j.236H
|input=j.236H
|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>
|description=
|description=
{{#invoke:FrameChart|drawFrameData
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.  
|startup  = 13
 
|recovery = 18
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 [[../Mechanics#Faultless Defense|Faultless Defense]] the Kapel itself will whiff, leaving Millia open to anti-airs.
}}
Kapel Massively shift's Millia's hurtbox up during it's startup allowing her to use it to counter anti airs and launch herself towards her opponent, or she can use it to escape when she feels the opponent is trying to anti-air. The stalling of the move's startup along with it's arc will allow it to bait and punish some more committal moves, but caution is required as a patient player can punish Millia after she jumps off the rose. {{MMC|input=j.236K|label=[[{{PAGENAME}}#Turbo Fall|Turbo Fall]]}} into Kapel is a decent option to vary the angles that she approaches at as well. If Kapel hits the opponent, Millia can almost always combo into {{clr|S|j.S}}>{{clr|S|c.S}} extensions (at the backside of it's hitbox, Kapel may send in the opposite direction instead).  


Kapel can be canceled into from air normals during pressure as well to counter mashing of {{clr|P|6P}} or other anti airs as well. ({{clr|H|j.H}} airdash kapel can beat even {{CLabel|GGST|Sol Badguy|label=Sol}}'s {{clr|K|5K}}.) A popular pressure string is {{clr|H|j.H}} {{clr|D|j.D}} kapel, leading into a falling {{clr|H|j.H}} to stay plus, but if the opponent FD's, the kapel itself will whiff and the opponent can airthrow or press some other anti air to hit Millia.
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.


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=[[{{PAGENAME}}#Winger|Winger]]}} 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.
* Millia recovers very fast in air and can still use attacks or specials but not airdashes or double jumps.
* Soft knockdown on hit, leaving Millia very plus.
* Makes opponent soft knockdown, but you are very plus.
* Technically a projectile, so it beats Baiken's {{MiniMoveCard|game=GGST|chara=Baiken|input=236P|label=Hiiragi}} and cannot be Red Roman Cancelled
* In Counter Hit State until frame 15.
* Vulnerable to being air thrown
}}
}}


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{{GGST Move Card
{{GGST Move Card
|input=632146H
|input=632146H
|frameChart=auto
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 25
|inactive = 9
|offset = 10
|recovery = 30
}}
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.
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 {{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.
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
* Rises up to do 5 hits, then dives for a stronger final hit
** Only the last hit will wall break
** Only the last hit will wall break
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{{GGST Move Card
{{GGST Move Card
|input=236236S
|input=236236S
|frameChart={{#invoke:FrameChart|drawFrameData
|startup  = 9
|recovery = 35
|isProjectile = yes
|frcStart = 4
|frcEnd = 4
}}<small>({{tt|Note|The square with a yellow underline indicates the first frame that you can Roman Cancel and maintain the projectile.}})</small>
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|recovery = 34
}}
Septem Voices is one of Millia's most important meter usages due to its utility as a combo ender/extender.  
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 {{clr|H|H}} {{MMC|input=236H|label=[[{{PAGENAME}}#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=[[{{PAGENAME}}#Badmoon|Badmoon]]}} 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=[[{{PAGENAME}}#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.
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.
* On-hit, it will hard knockdown the opponent (+67 point blank, but increases significantly with distance or with air-hit)
* 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
** Only the last hit will hard knockdown
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==Colors==
==Colors==
{{GGSTColors|color12=1|Size=160}}
{{GGSTColors|color12=1|Size=160|c2={{CLabel|GGACR|Millia Rage|linkOverride=:Millia Rage}}'s pre-Xrd Colorscheme
 
}}
==External References==
 
===Notable Players:===
*'''Lord Knight'''  (EN/FR)
::Twitch: [https://www.twitch.tv/lordknight LordKnight] (Main)
::YouTube: [https://www.youtube.com/c/LordKnightfg/ LordKnight]
::Twitter: [https://twitter.com/lordknightbb @lordknightbb]
 
*'''Kazam''' (EN)
::Twitch: [https://www.twitch.tv/Kazam_Slams Kazam_Slams] (Main)
::Twitter: [https://twitter.com/Kazam_Slams @Kazam_Slams]
 
*'''Walter''' (EN)
::Twitch: [https://www.twitch.tv/walterssb WalterSSB] (Main)
::Twitter: [https://twitter.com/walterssbu @WalterSSBU]
 
*'''Seinaru''' (EN)
:: Twitch: [https://www.twitch.tv/seinaruuuu seinaruuuu]
:: Twitter: [https://twitter.com/seinaruuu @seinaruuu]
 
*'''Sstegy''' (EN)
:: Twitch: [https://www.twitch.tv/sstegyy sstegyy]
:: Twitter: [https://twitter.com/Sstegyy @Sstegyy]
 
*'''Tsuchiya''' (JP)
::YouTube: [https://www.youtube.com/channel/UCdcNb5xqydf3gaMdJ0Q1fHA つちのすけ] (Main)
::Twitter: [https://twitter.com/Watashi_tsutty @Watashi_tsutty]
 
*'''Baaru''' (JP)
::Nico Video: [https://www.nicovideo.jp/user/17317237 バァル] (Main)
::YouTube: [https://www.youtube.com/channel/UCmqJT-R1hkg5YWUZud7Ka2w GGばぁる] (Mirror for main)
::Twitter: [https://twitter.com/baaru_ggx @baaru_ggx]


==Navigation==
==Navigation==
<center>{{Character Label|GGST|Millia Rage|45px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:GGST/Navigation}}
{{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 06:43, 12 April 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
Dust Attack 40 High 20 3 26 -15 None
Charged Dust Attack 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 (Guard Crush) 20~31 3 20 +13
236[D] 50 All (Guard Crush) 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)


236[D]:

  • Guard crush duration: 39F
  • Adds additional momentum on cancels without backwards movement.

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.)

Commonly referred to as "Disc."

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 without the ability to hit overhead.

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

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