GGXRD-R2/Millia Rage/Frame Data

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 Millia Rage


Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.
Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Millia Rage x1.22 3 3F [105] Light 11F (1~5F invuln) 40 25F 23F 2 Air Dashes
Turbo Fall
H Silent Force

Normal Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 0 -1 7 5 6 CSJ Initial: 90% 144 14 3 8 YRP
5K Mid 0 -10 5 6 14 CSJ 144 12 3 8 YRP
c.S Mid 2 -6 7 3, 3 17 SJ 264 22×2 10 7 YRP
f.S Mid 1 -6 7 2 16 S Initial: 90% 264 28 6 7 YRP
5H Mid 4 -4 6 4(2)2 21 S 384 30×2 20 6 YRP
5D High 2 -10 28 4 20 9-14 low profile
15-17 above knees
Initial: 80% 264 23 10 20 YRP
6P Mid 2 -13 10 5 22 S 1-14 Upper Body Initial: 90% 264 22 10 7 YRP
6K High 3 +1 19 4 12 S 5~20F Lower body
21~22F Feet
Initial: 70% 384 25 20 6 YRP
6H Mid, High 3 -6 15 3(6)5 18 SJ, S Initial: 100%, 80% 384 35×2 14 6, 9 YRP
2P Mid 0 +2 5 2 6 CS Initial: 85% 144 9 3 8 YRP
2K Low 0 +1 5 2 7 CS Initial: 70% 144 8 3 8 YRP
2S Low 2 -3 9 2 15 SJ 264 26 10 7 YRP
2H Mid 3 -2 11 7 12 SJ 384 33 14 12 YRP
2D Low 2 -1 13 3 12 S 10~21F Feet 264 26 10 7 YRP
j.P High/Air 0 5 6 8 CS 144 10 3 8 YRP
j.K High/Air 0 4 6 12 SJ 144 12 3 8 YRP
j.S High/Air 2 10 6 12 S 264 26 10 7 YRP
j.H High/Air 2 8 10 25 S 264 28 10 7 YRP
j.D High/Air 2 11 7 9+6 landing SJ 264 36 10 7 YRP

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 70000 0 +60 1 Forced: 55% 0, 480 0, 55 NA 6, 0 R
Air Throw Air Throw: 192500 0 1 Forced: 65% 0, 480 0, 55, 0 NA 6, 0 R
DAA All 2 -12 10 3 23 1~12F Full
13~39F Throw
Initial: 50% -5000/264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 1~Button release: Blitz Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 1~50F: Blitz 50 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236S All 2 -1 11 13 Total 38 Initial: 90% 125/120 40 2 7 YRP
236H All 2 60 32,2 Total 35 Initial: 80% 125/120 25×2 2 7 YRP
214P Low 2 -13 17 till reaches corner 18+landing 8 Initial: 90% 200/480 36 10 7 YRP
214K Total: 28 4-15 really low profile
16-24 above knees
100/- Y
Roll > K Total 18 4~11F really low profile
12~18F above knees
100/- Y
Roll > S All 2 +6 17 1(3)1(3)1(3)1 7 100/300 18×4 10 7 YRP
Roll > H Mid 4 -11 8 4 26 Initial: 75% 100/480 45 20 5 YRP
Roll > D High 2 -10 25 4 20 7~11F Low profile
12~14F Above Knees
Initial: 80% 264 23 10 20 YRP
214S All 2 +6 17 1(3)1(3)1(3)1 7 100/300 18×4 10 7 YRP
SSSS All 2 +6 10 {1(3)}×N 7 150/300 15xN 10 7 YRP
214H All 2 77 18 Total 74 Forced: 90% 300/120 30×1~5 2 7 YRP
j.236P High/Air 2 -17 11 till landing See notes Initial: 85% 150/180 24x(2~10) 10 7 YRP
j.236K 8 after landing 200/- Y
j.214S All 1 11 Until ground 23 Total Initial: 80% 150/240 20 2 6 YRP
j.214H All 1 11 Until ground 27 Total Initial: 80% 150/240 20 2 6 YRP

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
2141236H Mid×5, High 4 -22 5+1 10(10)15 30 1~7F Full
8F onwards Upper Body
Initial: 80% -5000/0 40, 25×4, 80
[50, 31×4, 100]
20 6×5,15 YRP
236236S All 2 -3 4+1 Total: 74 4F Strike Initial: 80% -5000/0 36×3 10 7 YRP
214214S 23+0 4~10F Feet -5000/0 Y
Rose All 0 31 40 16 2 3

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H All 3 -23 9+12
[5+12]
6 34 5~27F Full
[3~22F Full]
Destroy 14 6

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Millia 5P.pngGuardMidStartup7Recovery6Advantage-1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Millia 2P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
6PGGXRD Millia 6P.pngGuardMidStartup10Recovery22Advantage-13 - - c.S, f.S, 2S 5H, 2H, 6H 5D Special, Super
5KGGXRD Millia 5K.pngGuardMidStartup5Recovery14Advantage-10 6P 5K[+], 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGXRD Millia 2K.pngGuardLowStartup5Recovery7Advantage+1 6P 5K[+], 2K[+] c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGXRD Millia 6K.pngGuardHighStartup19Recovery12Advantage+1 - - - - - Special, Super
c.SGGXRD Millia cS.pngGuardMidStartup7Recovery17Advantage-6 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Millia fS.pngGuardMidStartup7Recovery16Advantage-6 - - 2S 5H, 2H 5D Special, Super
2SGGXRD Millia 2S.pngGuardLowStartup9Recovery15Advantage-3 - - - 5H, 2H 5D Jump, Special, Super
5HGGXRD Millia 5H.pngGuardMidStartup6Recovery21Advantage-4 - - - - 5D, 2D Special, Super
2HGGXRD Millia 2H.pngGuardMidStartup11Recovery12Advantage-2 - - - - 5D, 2D Jump, Special, Super
6HGGXRD Millia 6H.pngGuardMid, HighStartup15Recovery18Advantage-6 - - - - - Jump(1st hit), Special, Super
5DGGXRD Millia 5D.pngGuardHighStartup28Recovery20Advantage-10 - - - - - Homing Jump, Homing Dash
2DGGXRD Millia 2D.pngGuardLowStartup13Recovery12Advantage-1 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Millia jP.pngGuardHigh/AirStartup5Recovery8Advantage- j.P[+] j.K[+] j.S j.H j.D Special
j.KGGXRD Millia jK.pngGuardHigh/AirStartup4Recovery12Advantage- j.P - j.S - j.D Jump, Special
j.SGGXRD Millia jS.pngGuardHigh/AirStartup10Recovery12Advantage- j.P - - j.H j.D Special
j.HGGXRD-R2 Millia j.H.pngGuardHigh/AirStartup8Recovery25Advantage- - - - - j.D Special
j.DGGXRD Millia jD.pngGuardHigh/AirStartup11Recovery9+6 landingAdvantage- - - - - - Jump, Special
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

 Millia Rage


To edit frame data, edit values in GGXRD-R2/Millia Rage/Data.
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