GGACR/Millia Rage/Frame Data

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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.
GuardBalance Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier.
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
gbp Guard Bar Plus (gbp). How much the Guard Bar increases on block.
gbm Guard Bar Minus (gbm). How much the Guard Bar 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
R Roman cancellable
F Force Roman cancellable
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance wakeupFaceUp wakeupFaceDown umo
Millia Rage
GGACR_Millia_Rage_Icon.png
1.21 3 3F Lightweight (x1.05) 11F (1~>5F invuln) 1.25 53F 48F 2 Air Dashes
Turbo Fall
Forward Roll


Normals

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 18 3 8 Mid 1 CSJR 1.44 7 5 6 -1 9 10 10 11
5K 12 3 8 Mid 1 CSJR 1.44 5 6 14 -10 9 10 10 11
c.S 22×2 10×2 7×2 Mid 3 SJR 2.64×2 7 3,3 17 -6 13 14 14 13
f.S 28 10 7 Mid 3 SJR 2.64 7 2 16 -4 13 14 14 13
5H 30×2 20×2 6×2 Mid 5 SR 3.84×2 6 4(2)2 21 -4 18 19 18 15
6P 22×2 10×2 7×2 90% Mid 3 SJR 2.64×2 7 9,3 20 -9 1~12F Upper Body
6K 25 11 6 80% High 4 SR 3.84 18 4 8 +5 1~19F Lower Body
20~21F Feet
16 17 16 14
6H 60 20 6 Mid 5 SR 7.68 16 3 25 -9 18 Launch Down 15
5D 12 8 20 High 3 R 2.64 27 3 23 -12 8~23F Low Profile
30~41F Feet
13 Launch 14 13
2P 9 3 8 85% Mid 1 CSR 1.44 5 2 6 +2 9 10 10 11
2K 8 3 8 75% Low 1 CSR 2.64 5 2 7 +1 9 10 10 11
2S 26 8 7 Low 3 SJR 2.64 9 4 15 -6 13 14 14 13
2H 36 14 6 90% Mid 4 SJR 3.84 11 7 12 -2 1~3F Low Profile 16 Launch 20 14
2D 26 8 7 Low 3 SR 2.64 13 3 12 -1 10~21F Feet 13 Down 14 13
j.P 10 3 8 High/Air 1 CSR 1.44 5 6 8 9 10 10 11
j.K 12 6 7 High/Air 2 SJR 2.64 4 9 9 11 12 12 12
j.S 26 10 10 High/Air 3 SR 2.64 9 6 12 13 14 14 13
j.H 32 10 9 High/Air 3 SR 2.64 12 3 11 13 Launch 20 13
j.2H 22×3 ?? ?? High/Air 2 SR ?? 8 4(2)6(2)4 17 11 12 16 12
j.D 48 10 9 80% High/Air 4 SR 2.64 17 7 9 + landing 6 16 Launch 16 + WBounce 14


Universal Mechanics

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw Ground Throw 50 6 Forced 40% 40 pixels 4.00
Air Throw Air Throw 55 6 Forced 50% 88 pixels 4.00
DAA Dead Angle Attack 20 10 7 40% Mid 3 R 2.64 7 6 33 -25 1~12F All
13~40F Throw
13 Launch 40 13


Specials

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
214S Lust Shaker 12xN 10xN 7xN All 3 R 1.50/1.20xN 10 1(3)×N 8 +5 13 14 14 6
236S S Tandem Top 40 0 7 All 3 F 1.25/1.20 11 13 15 -1 13 Launch 22 + WBounce 13
236H H Tandem Top 50 0 12 All 3 F 1.25/1.20 60 33 Total 32 13 WBounce 28 13
j.236P Bad Moon 24xN 10xN 7xN 80% High/Air 3 RF 1.50/1.80xN 11 until landing 22 after landing -15 13 Launch 30 6
j.236K Turbo Fall F 2.00/- 12 after landing
214K Forward Roll 2.00/- Total 24 2~3F Low Profile
4~15F Very Low Profile
214P Iron Savior 36 8 7 90% Low 3 RF 2.00/4.80 17 until corner 18 + landing 8 -13 13 Launch Down 13
j.214K K Silent Force 20 0 10 80% All 2 1.50/2.40 11 1 (1)× n Total 13 11 12 33 12
j.214S S Silent Force 20 0 10 80% All 2 1.50/2.40 11 1 (1)× n Total 13 11 12 33 12
j.214H H Silent Force 20 0 10 80% All 2 1.50/2.40 16 1 (1)× n Total 28 11 12 33 12
214H > H Secret Garden 30×5 0 7×5 All 3 3.00/1.20×5 56 Total 74 13 14 14 13
※1: After throwing Silent Force, crouch or Roll over the hairpin to recover it (takes 1F to recover); The hairpin can only be recovered 122F after hitting the ground

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236D FB Pretty Maze 22×3 14×3 5×3 All 4 43 41 Total 33 16 Launch 35 14
j.236D FB Air Pretty Maze 50 20 12 All 5 F 13 33 Total 23 18 Launch 50 + WBounce 15
214D > H FB Secret Garden 30×5 0 7×5 All 3 3.00/1.20×5 34 18(8) Total 68 13 14 14 13
214S > 214D Longinus 35 20 6 80% All 5 R 5 8 6 +7 20 Launch 55 + Slide 26 15


Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
2141236H Winger 40,25×4,80 20×5,15 6×6 Midx5,HF 5 RF 5+1 2×5(10)15 landing 30 -21 1~7F All 18 Launch 60×5, 60 + Slide 35 15
j.2141236H Air Winger 80 15 6 70% High/Air 5 R 1+6 until landing landing 30 -13 1~7F Strike 18 Launch 60 + Slide 36 15
236236S Emerald Rain 36×3 10×3 7×3 All 3 4+2 Total 75 -3 1~5F Strike 13 Launch Down + WBounce 13


Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H Iron Maiden Fatal 3xN All 5+29 Total 165 -62


Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGAC Millia 5P.png
Guard:
Mid
Startup:
7
Recovery:
6
Advantage:
-1
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P
GGAC Millia 2P.png
Guard:
Mid
Startup:
5
Recovery:
6
Advantage:
+2
5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P
GGAC Millia 6P.png
Guard:
Mid
Startup:
7
Recovery:
20
Advantage:
-9
- - c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Sp
5K
GGAC Millia 5K.png
Guard:
Mid
Startup:
5
Recovery:
14
Advantage:
-10
6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K
GGAC Millia 2K.png
Guard:
Low
Startup:
5
Recovery:
7
Advantage:
+1
6P 5K, 2K c.S, f.S, 2S 2H 5D, 2D Sp
6K
GGAC Millia 6K.png
Guard:
High
Startup:
18
Recovery:
8
Advantage:
+5
- - - - - Sp
c.S
GGAC Millia cS.png
Guard:
Mid
Startup:
7
Recovery:
17
Advantage:
-6
6P - f.S, 2S 5H, 2H 5D Jump, Sp
f.S
GGAC Millia fS.png
Guard:
Mid
Startup:
7
Recovery:
16
Advantage:
-4
- - 2S 5H, 2H 5D Jump, Sp
2S
GGAC Millia 2S.png
Guard:
Low
Startup:
9
Recovery:
15
Advantage:
-6
5P - - 5H, 2H 5D Jump, Sp
5H
GGAC Millia 5H.png
Guard:
Mid
Startup:
6
Recovery:
21
Advantage:
-4
- - - - 5D, 2D Sp
2H
GGAC Millia 2H.png
Guard:
Mid
Startup:
11
Recovery:
12
Advantage:
-2
- - - - 5D, 2D Jump, Sp
6H
GGAC Millia 6H.png
Guard:
Mid
Startup:
16
Recovery:
25
Advantage:
-9
- - - - - Sp
5D
GGAC Millia 5D.png
Guard:
High
Startup:
27
Recovery:
23
Advantage:
-12
- - - - - homing jump
2D
GGAC Millia 2D.png
Guard:
Low
Startup:
13
Recovery:
12
Advantage:
-1
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGAC Millia jP.png
Guard:
High/Air
Startup:
5
Recovery:
8
Advantage:
-
j.P j.K j.S j.H, j.2H j.D Sp
j.K
GGAC Millia jK.png
Guard:
High/Air
Startup:
4
Recovery:
9
Advantage:
-
j.P - j.S j.H j.D Jump, Sp
j.S
GGAC Millia jS.png
Guard:
High/Air
Startup:
9
Recovery:
12
Advantage:
-
j.P - - j.H, j.2H - Sp, A.Dash
j.H
GGAC Millia jH.png
Guard:
High/Air
Startup:
12
Recovery:
11
Advantage:
-
- - - - - Sp, A.Dash
j.2H
GGAC Millia j2H.png
Guard:
High/Air
Startup:
8
Recovery:
17
Advantage:
-
- - - - - Sp
j.D
GGAC Millia jD.png
Guard:
High/Air
Startup:
17
Recovery:
9 + landing 6
Advantage:
-
- - - - - Sp, A.Dash
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Millia Rage/Data.