Could use some help in this one, guys.
I understand hair car and digitalas are negative, but a good Millia wont need them. Her ground movement speed is so good that TK air SE's...she runs under them for a free 2H!, Most of the time millia scares me out of my neutral game because one poorly spaced fireball could be the end.
I understand she's S tier for a reason, but come on. I almost feel helpless!
What I do understand:
The roll mixup isn't as scary as it looks. Everything she does with her roll mixup outside of her HHS is minus enough to sway the tide in your favor, and the roll > roll again is throwable.
Her dust makes my brain hurt, I get hit by this almost 100% of the time at the moment, because the roll back throws me off. What Im starting to look for, is how big of a disadvantage she is at if you read this correctly. According to the frame data, she is -10 after a blocked dust. This is enough time for a stun dipper, or if you can afford to, Sacred Edge her shit.
Hair Car, if read correctly, can be BS'd and punished super heavily. Do not let her get away with murder... BS into micro dash, c. S, 2H jc j.S, j.S, j.H xx HT VT is my go to punish in that situation.
Outside of the corner, the HS version of her Top (disk) is challengeable. Remember: The disk isnt what youre dealing with. there is going to be a normal (or special!) before the disk actually hits you. Sometimes, I will see a millia go for knockdown into disk, then follow it up with a hair car. This may potentially allow her to be safe, as the disk should become active while shes recovering.
Suggestion on defense (and someone in here please step in if this is ineffective) You have to FD her out to about f.s range, and thats where you need to keep her. Always make her respect your VT, and dont let her get into shenanigans.
Come on guys, lets spitball here! Shes a problem!