Windjammers/Steve Miller

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WJ MillerStats.png
Shot Speed Decay

Steve Miller is a Windjammer hailing from Britain. A tennis player with "questionable fashion sense" according to the official manual, Steve is a defensive power house that can return just about anything, and a difficult character to grasp regardless if the game says he's for beginners.

Please Note: In dip switch settings for the arcade release, you can change this character's name and voice to the Korean Beeho Yoo. This does not change anything about the character's properties, and as Steve is the version used for home releases, he shall be referred as such for the remainder of this page.

Gameplay

Miller is a great character for staying in the back of the court and fielding everything your opponent throws at you. With his great walk speed and a dash that can cover a good amount of ground, Miller is a great choice for anyone looking to have their opponent score on them less.

Miller Gameplay Sample (Requires Fightcade)

Playstyle
Miller is a rewarding character that benefits more reactionary players.
Pros Cons
  • Fast walking speed and quick dashes
  • Unique quirk that gives extended sliding block hitbox, allowing him to have better defense
  • Generally decent curve variety
  • Reversal and super sonic timings are more lenient compared to larger characters
  • Slow normal throws when in the lead
  • Light, gets hard pushback
  • Small Hitboxes
  • More likely to get locked charging outside of hitbox of disc more than any other character

Character Properties

Neutral Hitbox
27x31 Pixels
27x31 Pixels
Comments

Mita's standing Hitbox is the smallest in the game, and that hitbox extends higher than expected, leaving her foot out and making it easy for the disc to slide past her even when it looks like it shouldn't.

Blocking Hitbox
27x31 Pixels
27x31 Pixels
Comments

Mita's block is the same as her standing hitbox, even as she moves back. Aside from the edge of her feet, this hitbox reflects a lot better on the animation being performed.

Vertical Blocking Hitbox
27x31 Pixels
27x31 Pixels
Comments

Mita's Vertical block is the same as her standing hitbox. Her sliding blocks gain no changes due to her hitboxes remaining the same, so while it's unfortunate her hitboxes are so small, at least they're consistent.

Charging Hitbox
27x31 Pixels
27x31 Pixels
Comments

Mita's Charge is the exact same size as the rest of her standard hitboxes. While this may seem redundant to put here, this actually is a positive as she is one of the 3 members of the roster that immune to infamous "Miller Glitch", at least without bumpers getting involved.

Dash Hitbox
55x23 Pixels
55x23 Pixels
Comments

Mita's dash is the smallest dash hitbox in the game. Leading with her legs, she barely slides forward at all and without the extension of her hand she struggles to get anything. She cannot long dash, and relies on stringing together quick bursts and running to get to discs. Holding long dash will cause her to break very suddenly. With her hitbox being so thin and reacting so poorly to supers, due to her being so light, she wants to be in dashing position as little as humanly possible.

Diagonal Dash Hitbox
Please Measure
Please Measure
Comments

Mita's diagonal Dash is awful and horrible and takes up barely any space.

Character Curves

Click the "Toggle Hitboxes" button to see the character in action.

147 (Mirror of 741)
WJ Miller147C.png
WJ Miller147.gif
Comments

Mita's 147 shoots at a pretty steep angle away from throw, contrasting many of her other curves which develop more gradually from one another. From center on smaller stages, this curve doesn't do much that her 8a or 2a doesn't, but with more room to develop, this shot has room to get around the map very steeply. This curve shines at the net, where it can really get around opponents in bad positioning. When used as a normal shot it can be readable, but as a super sonic it's hard to react to, as few other shots in the game move around in the way this shot does.

Toggle Hitboxes
Toggle Hitboxes
478 (Mirror of 412)
WJ Miller478C.png
WJ Miller478.gif
Comments

A curve with a lot of subtlety for being as wide as it is. The 478 is a great mixup tool, as it looks to behave like the 9a or 3a shot before curving back. While opponents tend to be able to catch it just from returning to neutral positions, it's easy to catch someone overextending or misinterpreting where the shot is going, making it one of Mita's better tool from backline.

Toggle Hitboxes
Toggle Hitboxes
789 (Mirror of 123)
WJ Miller789C.png
WJ Miller789.gif
Comments

Mita's 789 develops pretty steeply after the throw and can be used near midstage to hit corners reliably. It developing so late makes it a great tool for targeting bumpers at specific positions, or for steep wall rebounds when used farther from the wall. From backline, it tends to go directly to center, but not exactly so it's pretty good at catching an opponent out of position, especially against a smaller character.

Toggle Hitboxes
Toggle Hitboxes
896/214 (Mirror of 236/874)
WJ Miller896C.png
WJ Miller896.gif
Comments

As with all double inputted curves, this is the most common one you will see. It's similar to 789 but developing a lot faster and without any movement in the opposite direction. As this can really dip low if used away from the wall, it leaves a wide net for an opponent to catch, similar to a 7a or a 1a, but when used with bumpers or from near front court, this can be used to hit 5 zones on Concrete or Tiled effectively.

Toggle Hitboxes
Toggle Hitboxes
963(Mirror of 369)
WJ Miller963C.png
WJ Miller963.gif
Comments

Continuing the pattern, the 963 is a bit steeper than the last curve. From serve point it behaves a lot like 8a or 2a thrown from a higher position, so this gives you another angle in your toolbox to throw around your opponent without having to move.

Toggle Hitboxes
Toggle Hitboxes
632 (Mirror of 698)
WJ Miller632C.png
WJ Miller632.gif
Comments

Even more steep, this curve is rather situational, as it gives your opponent a lot of chances to catch it when thrown from backline. It's great to hit bumpers near front or to catch your opponent when both of you are up near the net.

Toggle Hitboxes
Toggle Hitboxes
321 (Mirror of 987)
WJ Miller321C.png
WJ Miller321.gif
Comments

One of the most sharp curves in the game, the 321 is almost too goofy to use. If thrown near the top of the screen, this shot will curve back past where thrown before bouncing back. This can lead to some really out there bumper setups near the front of the net, but generally, this shot's biggest utility is to waste time by throwing it slow, as it eats up even more clock than a 7a or 1a.

Toggle Hitboxes
Toggle Hitboxes

Custom Super

Lightning Wave
Comments

Lightning Wave moves in a sine-wave pattern, dodging around opponents directly in front of it, but returning about to center when thrown from tee. It has a good ammount of pushback and interacts strangely with walls depending on when it hits in the arc, sometimes staying down, and sometimes hyper extending after a single wave. With bumpers, this super can be sent back towards Mita for a wave before returning back, and can even flatten out completely straight in rare instances. Generally a very strong choice that is only held back by its predictable patterns in center and Mita's inability to charge it often off a popup.

Toggle Hitboxes
Toggle Hitboxes

General Strategy

Official Art

Miller Detailed Analysis HERE

Favorable Stages

Miller is comfortable anywhere as he can cover court with ease, there's no bad place for him to go. Due to Miller's Custom Super hugging walls, Miller benefits from Concrete and Tiled having 5 zones in the corners.

Notable Players

Tag Favorite Stage Location Contact Notes Gameplay
ChaseTatsujin Beach Midwest, USA https://twitter.com/tatsujin High Ranking, Very Defensive Miller Link
DF MegaphoneFranke Tiled Philly https://twitter.com/MegaphoneFranke Windjammers Hypeman and General Advocate Link



General
Controls
FAQ
Glossary
System
Characters
H.Mita
S.Miller
J.Costa
L.Biaggi
G.Scott
K.Wessel
Courts
Beach
Lawn
Tiled
Concrete
Clay
Stadium