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======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{Overview | {{Overview |
Revision as of 21:39, 26 September 2022
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Millia is a high speed rushdown character who thrives off of her terrifying high/low mixup potential. Her second airdash, fast run speed, and fast jump mean she can outmaneuver her opponent and bait them into whiffing something. Once she gets a good knockdown (usually in the corner), her okizeme using Disc (236H) or Secret Garden (214H) lets her apply a safe high-low mixup using 2K, 6K, Bad Moon (j.236P) or Iron Savior (214P). Millia can usually get a nice combo off this mixup, then set it up all over again.
Millia's great mobility allows her to dominate her opponents in neutral as she attempts to score a knockdown and start her okizeme game. Her hairpin (j.214S/H) is particularly strong, since it doesn't slow her air momentum and will force an opponent to get hit, block it, or do something risky to avoid it beforehand. The simple threat of hairpin requires many characters to play completely differently against Millia and makes it almost impossible to anti-air her from the ground without a hard read.
Unfortunately, Millia has abysmal health and often dies in two or three combos - and don't forget her pitiful stun resistance. She also gains RISC more than most other characters and retains the cranked up gauge for quite a while, long after she escaped pressure: any time that Millia spends blocking is time that could lead her to lose a round. Furthermore, her primary pokes have large hurtboxes compared to other characters, so she can struggle in pure grounded footsies when she can't abuse her speed.
If you enjoy having a blazing fast and dominant neutral game that lets you convert any stray hit into a knockdown and setplay, Millia is the character for you. Just don't get hit.
Millia Rage Millia Rage is a fragile character who punishes mistakes by enforcing deadly mix-ups and okizeme through her myraid mobility options and setplay tools.
- Oki Goddess: Tandem TopGuardAllStartup11RecoveryTotal 38Advantage-1 and Secret GardenGuardAllStartup77RecoveryTotal 74Advantage- give Millia oppressive okizeme off of basically any combo. Her high/low mixup game is also excellent and loops back into itself, making her oppressive offense potentially game-ending.
- Superb Mobility: Fantastic mobility with 2 airdashes and great run speed, as well as fast evasive movements, like Roll or Turbo Fall. Millia's extreme mobility lets her bait and whiff punish just about anything.
- Aerial Threat: On top of her unmatched air mobility, Millia has access to a variety of strong jumping attacks that make her hard to deal with while midair. Opponents will learn to loathe Silent ForceGuardAllStartup11Recovery23 TotalAdvantage-.
- Great Backdash: Millia's backdash moves her backwards very far and has short recovery, letting her escape pressure and reposition well.
- Versatile Combos: Millia has lots of freedom in her juggle combos, and her rewards for proper optimization can range from increased damage output to bettering her already amazing corner carry, to lending her significantly stronger setups.
- Fragile: Millia has the second lowest health in the game and low stun resistance. She also gains RISC more quickly and loses it more slowly than other characters.
- Relies on Pin: Although Silent Force/hairpin does a ton for Millia, her opponent can sit on top of a fallen pin or scroll it off the screen and force her to play without it.
- Conditional Ground Pokes: Millia's ground pokes often have large hurtboxes (f.S) or require her to commit to a lot of whiff recovery (2D).
- Low Average Damage: Millia's moves and combos don't hit very hard, which is made worse by the proration on her faster and more versatile starters, and she can't meaningfully increase her damage output with meter usage.
Millia Rage | |
---|---|
Defense | |
x1.22 | |
Guts Rating | |
3 | |
Weight | |
[105] Light | |
Stun Resistance | |
55 | |
Prejump | |
3F | |
Backdash | |
11F (1~5F invuln) | |
Wakeup Timing | |
25F (Face Up)/ 23F (Face Down) | |
Unique Movement Options | |
2 Air Dashes Turbo Fall H Silent Force | |
Fastest Attack | |
Reversals | |
Silent Force is a unique projectile which can only be performed if Millia is holding her hairpin. The pin must be picked up by crouching or rolling over top of it while not in hitstun/blockstun before it can be thrown again. Silent Force's great deal of frame advantage means that it can easily be converted to a combo on hit and allows Millia to get in for free on block.
However, losing the pin forces Millia to play "normal" neutral, which she would rather not do. An opponent camping on the pin or scrolling it off screen can be devastating for Millia's control of neutral and her ability to force an approach.Normal Moves
5P
An unorthodox 5P that is primarily useful as an anti-air. 5P is disjointed on Millia's hair and jump cancelable, which increases its effectiveness at stopping air approaches. 5P also has low whiff recovery, making it a low-risk check in neutral.
- Jump cancelable.
- Whiffs on all crouching opponents.
5K
5K can be used as an emergency anti-air, but it’s far more useful as a combo and pressure tool. Many of Millia’s corner combos use this as a bridge due to its range and jump cancel.
- Jump cancelable.
- Gatlings into itself.
c.S
c.S is a normal that every Millia player will come to love. It has a great vertical hitbox and lots of Gatling options, lending it great utility in pressure and combos. It also shines as a highly rewarding cross under anti-air.
- Jump cancelable.
f.S
Millia’s main grounded poke. Up close, f.S combos into 2S and 5H(1). Less commonly, it’ll combo into 2H and 236S for a big conversion. Farther away, it’ll combo into 5H(2nd) which will require a crouching opponent or meter to confirm into a knockdown or launch. There are ranges where f.S will fail to combo into 5H(2nd) altogether, forcing her to spend meter for a combo.
- 90% starting proration.
5H
Millia’s go-to Throw OS normal with 4H and a great confirming tool overall. Combos into 2D at almost any range and combos into Digitalis on crouching opponents where 2D would fail. If the first hit counterhits, Millia can link into c.S by cancelling into 214K.
5D
Millia’s worst overhead, but not without use. 5D is more useful due to its evasive properties and disjointed hitbox than it actually being an overhead. The disjoint will make it clash with DPs while also punishing mashing or trying to throw.
6P
Millia’s only invulnerable anti-air but good at what it does. 6P has a long recovery on whiff, so avoid using it if opponent still has air movement options. Can be followed up with c.S, 2H, or 6H, which acts as a very strong frame trap option as well as being a very good confirm from a CH anti-air.
- 90% starting proration.
- Invulnerable above the waist from 1-14f.
6K
A very deceptive overhead attack and a staple in Millia's high/low mixups. Useful in corner pressure due to the low crush and being plus on block. Millia can link 5K on crouchers anywhere or cancel into 236S for a combo in the corner.
- 70% initial proration.
- Lower body invulnerable from 5-20f.
- This will avoid things like Potemkin's Slidehead and Faust's 100-Ton Weight, but not reliably.
- Hits crouchers starting from frame 21.
6H
A versatile tool in pressure and combos and one of her best launchers after corner disc oki. Particularly devatasting as a counter hit starter, will make her opponent think twice about mashing against frame traps.
- First hit is jump cancelable.
- Second hit has 90% initial scaling.
- Both hits are special cancelable.
2P
Generally outshined by 2K, this move is still useful for frametraps and tick throws. It’s sole advantage over 2K other than one frame of advantage is that it’s slightly easier to time against 8f+ reversals.
- 85% starting proration.
2K
Primary pressure starter and Millia’s fastest low. It’s plus and has great frame trap options with 6P, 5K or f.S. 2K is also an excellent tick throw point.
- 70% starting proration.
2S
Decent pressure tool as it hits low and can be jump cancelled to reset pressure. 2S makes for Millia's highest damage low starter due to its lack of initial proration. It can go under certain reversals if used as a meaty.
- Jump cancelable.
- 100% initial proration. Watch your shins.
2H
Millia's main launcher, and a staple normal to convert ground combos into aerial ones. Situational/preemptive anti-air due to its slow startup and lack of invincibility, but still gives Millia a combo if it trades.
- Jump cancellable.
2D
Very strong ground poke because of its long range and ability to fish for knockdowns and whiff punishes. After scoring a knockdown, dash in and H Tandem Top (or cancel into roll then H Tandem Top if at max range) to start Millia’s mix-up game.
2D is especially notable as it low crushes other lows like Sol’s own 2D. Good use of 2D will make it much scarier to disrespect her much faster f.S.
j.P
- An extremely strong air-to-air due to its speed and hitbox.
- Best for hitting opponents below Millia.
- Can be whiff cancelled into itself or j.K.
- Also useful as a pressure escaping tool, especially if combined with super jump.
j.K
- VERY fast air normal. Useful for catching opponents above you, or for anti-airing, thanks to its active frames and good vertical hitbox.
- Part of your air combos to go to as this confirms into j.S (1f gap on normal block) and j.D, as well as reverse-chain to j.P.
- Also serves a purpose with mix-ups as it can be used for fuzzies and to catch opponents mashing reversal throw.
j.S
- Millia's usual air combo fodder.
- A good air-to-ground move that's often used in tandem with jK after a low airdash.
- Can link into c.S if done close enough to the ground.
j.H
- Hits very deeply as Millia extends her hitbox down to the ground. Can stuff certain anti-air moves with good timing.
- Has a gatling route to jD for damaging air combo extensions.
- A jump-in attack that can be used close to the ground to give yourself some frame advantage upon landing, which can lead into tricky mix-ups.
- Has a crossup hitbox to use for okizeme in tandem with discs, can be used to reset pressure from an instant airdash.
j.D
- The staple move in most of Millia's air combos, get used to cancelling this move into IAD.
- Can be used as an air-to-air near the corner since it wall bounces on counter hit, leading to a possibly very damaging combo.
Universal Mechanics
Ground Throw
- Very important to your mix-up game.
- Though her throw range is short, her dash speed makes up for the range making this hard to see coming.
- Can combo into 5K for a full combo on certain characters without RC'ing.
Air Throw
- Sends opponent flying away.
- Fullscreen gives you a Secret Garden setup allowing you to rushdown safely.
- If you air throw your opponent near the corner, you can dash in to setup the H Tandem Top for okizeme pressure.
Dead Angle Attack
Blitz Attack
- It's a blitz alright.
Special Moves
Bad Moon
j.236P
- An overhead that comes out in 14f if TK'd perfectly (2369P), although it's still way too fast to react to even if you're a few frames slow.
- 85% starting proration and no combo opportunities by itself.
- Very punishable on block if done without the safety of a projectile and not useful in neutral, also leaves Millia crouching on recovery.
- Best used during Millia's oki, where it is a signature component of her high/low mixup.
- Millia gains access to an enhanced version of Bad Moon upon reaching double jump height, with the attack descending much faster, as well as doing more damage and hits than usual. With proper timing and combo adjustments, it can be used to knockdown the opponent without the need of hairpin (see below), allowing her to keep her core neutral tool more often.
Turbo Fall
j.236K
- Millia's command fast fall that alters her trajectory in the air, as she dives down in a 45 degree angle.
- Can pass through opponent during fall.
- Combined with YRC, this move makes Millia's neutral much more unpredictable and also allows her to maneuver on air to easily avoid certain projectiles.
- Can be used for side switching back towards the corner off of an IAD jK setup near the corner.
Tandem Top
236S/H
- Millia's signature move.
S Tandem Top
- Mostly used as a combo tool in the corner (mostly from 6K, c.S, or 2S) because of the wallbounce it causes, this could be followed by 5K, or c.S to continue the combo.
- Can be YRC'd in neutral to eat an opponent's fireball and punish their recovery, or get an air throw if the opponent tries to airdash over you.
- S disc YRC can also used as and impromptu oki tool.
H Tandem Top
- Millia's key move to start her okizeme game; score a knockdown and set the disc above your opponent.
- Hitting your opponent with a meaty after setting the disc will cause the disc to juggle them, allowing you to follow up with a full combo. At the end of your combo set the disc and do it all over again.
- The fastest way to place the disc after scoring a knockdown where you are not already positioned over top of your opponent is to buffer it into a dash by inputting 2366H.
Iron Savior
214P
- 90% starting proration.
- Used as an unthrowable low mixup in the corner, in tandem with the disc.
- It's a low that starts with Millia jumping into the air, which means it's easy for your opponent to confuse with TK Bad Moon.
Forward Roll
214K
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 |
---|---|---|---|---|---|---|---|
214K | Total: 28 | 4-15 really low profile 16-24 above knees | |||||
Roll > K | Total 18 | 4~11F really low profile 12~18F above knees | |||||
Roll > S | 18×4 | All | 17 | 1(3)1(3)1(3)1 | 7 | +6 | |
Roll > H | 45 | Mid | 8 | 4 | 26 | -11 | |
Roll > D | 23 | High | 25 | 4 | 20 | -10 | 7~11F Low profile 12~14F Above Knees |
- Roll tucks Millia's hurtbox very low to the ground, where only attacks that touch the floor will hit her. Can be used to bait dead angles this way, as well as evading/whiff-punishing other slow standing pokes. However, Roll has no invul and can be thrown, limiting its usage as a crossup.
- Roll > Roll Again > Throw can be used occasionally against opponents who are respecting the other followup options.
- Roll > Digitalis out of lvl 4 moves acts as a frametrap, somewhat useful in the corner as Digitalis wall sticks on counter hit. In REV2, you can combo 5H into Roll > Digitalis on crouchers.
- Roll can be used to pick up the dagger from Silent Force (see below). This does not change the functionality of Roll, which means you have all the normal options afterwards. Very handy when applying okizeme or a blockstring.
Lust Shaker
214S or SSSS....
- Good for frame trap pressure due to it being very plus on block.
- Can be used at the end of air combos to bait bursts and build a little extra meter.
- The mash version of this move is faster to come out so do remember to use it here and there after her 2D sweep for adjusting your opponent's wake-up timing, allowing for a better oki setup.
Silent Force
j.214S/H
- Millia throws her dagger downward at a 45 degree angle and alters her air trajectory if thrown while rising.
- The "pin" must be picked up by pressing 2 over top of it while not in hitstun/blockstun before it can be thrown again, so avoid throwing it out carelessly. Millia can also use Roll to pick it up on the ground.
- Causes stagger on counter hit, making opponents hesitant to attempt to anti-air you.
- Allows easy conversions on hit or getting in for free on block.
- In REV2, Silent Force is Millia's primary way of scoring a knockdown from an air combo, allowing her to start her okizeme game.
Secret Garden
214H > direction + H
- Creates an orb above Millia's head that will move forward once and then in the inputted directions.
- Can be given commands by inputting a direction + H up to 4 times (ex. 3H > 4H > 6H > 4H) during the move's startup before it leaves Millia's head.
- Safer, harder to escape, and lasts longer than H tandem top oki, however requires more conditions to properly set up.
- Does not go away when Millia gets hit, forcing the opponent to greatly respect it during okizeme.
Overdrives
Emerald Rain
236236S
- Emerald Rain has 90% forced proration, and applies weaker wall bounces to the opponent.
- Can be used to allow Millia to convert into knockdown off of hits that normally could not.
- Allows setting up a crossup disc oki in the corner.
Winger
2141236H
- Invuln: 1-7 full, 8-? airborne. Last descending attack hits overhead.
- Dangerous to attempt against meaty projectiles.
- Ground tumbles on hit allowing you to follow up with a combo near the corner, or even an Instant Kill (see below).
- Despite technically being a reversal super, it is also commonly used as an unburstable combo ender.
Chroming Rose
214214S
- An install super which causes Millia's movement and special moves to leave a trail of damaging roses. All on-screen roses instantly disappear if Millia takes damage.
- Roses leave opponent in a juggle state on air hit. They also lock out the opponent's Burst usage on hit.
- Lasts for 360F (6 seconds) normally and 432F (7.2 seconds) in Hellfire state.
- Many moves which do not lead to a combo without a disc can be converted in this state, especially in the corner.
- Additionally the roses make many unsafe special moves safe on block in this state, i.e: Bad Moon, Iron Savior, Digitalis.
- Useful in the corner for creating safe, mixup heavy pressure that is very difficult to escape.
Instant Kill
Iron Maiden
in IK mode: 236236H
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- Uses the animation of her Emerald Rain, but without the projectiles.
- Winger > Gold IK is a rather practical round ender, so knowing how to combo and convert into it can be useful when the situation arises.