GGACR/Millia Rage/Frame Data

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System Data[edit]

Defense Modifier: x 1.21
Guts Rating: 3
Stun Resistance: 55
Prejump: 3
Backdash Time: 11
Backdash Invincibility: 1-5
Wakeup (Face Up/Down): 53 / 48

Normals[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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.
5P 18 1.44 3 8 1 Mid CSJR 7 5 6 -1
5K 12 1.44 3 8 1 Mid CSJR 5 6 14 -10
  • Attack is fully extended on 7F
c.S 22x2 2.64x2 10x2 7x2 3 Mid SJR 7 3,3 17 -6
f.S 28 2.64 10 7 3 Mid SJR 7 2 16 -4
5H 30x2 3.84x2 20x2 6x2 5 Mid SR 6 4(2)2 21 -4
  • 2nd hit has startup 12F
6P 22x2 2.64x2 10x2 7x2 3 Mid SJR 7 9,3 20 -9
  • Upper body invincible 1~12F
  • Staggers opponent on ground CH (Max 39F)
  • Initial prorate 90%
6K 25 3.84 11 6 4 High SR 18 4 8 +5
  • Lower body invincible 1~19F
  • Foot invincible 20~21F
  • Initial prorate 80%
  • Hits crouching opponents on 20F (tested on Sol)
6H 60 7.68 20 6 5 Mid SR 16 3 25 -9
  • Slams down opponent and fully untechable on hit
5D 12 2.64 8 20 3 High R 27 3 23 -12
  • Low profile 8~23F
  • Foot invincible 30~41F
  • Millia is in CH state during entire move
2P 9 1.44 3 8 1 Mid CSR 5 2 6 +2
  • Initial prorate 85%
2K 8 2.64 3 8 1 Low CSR 5 2 7 +1
  • Initial prorate 75%
2S 26 2.64 8 7 3 Low SJR 9 4 15 -3
2H 36 3.84 14 6 4 Mid SJR 11 7 12 -2
  • Initial prorate 90%
  • Low profile 1~3F
  • Floats opponent on hit (untechable for 20F, on CH for 48F)
2D 26 2.64 8 7 3 Low SR 13 3 12 -1
  • Feet invincible 10~21F
j.P 10 1.44 3 8 1 High, Air CSR 5 6 8 -
j.K 12 2.64 6 7 2 High, Air SJR 4 9 9 -
j.S 26 2.64 10 10 3 High, Air SR 9 6 12 -
  • Air dash cancelable
j.H 32 2.64 10 9 3 High, Air SR 12 3 11 -
  • Floats opponent on hit (untechable for 20F)
  • Air dash cancelable
j.2H 22x3 ?? ?? ?? 2 High, Air SR 8 4(2)6(2)4 17 -
  • Slams down opponent on air hit (untechable for 16F)
j.D 48 2.64 10 9 4 High, Air SR 17 7 9 + landing 6 -
  • Initial prorate 80%
  • Wall bounces opponent on hit
  • Air dash cancelable

Universal Mechanics[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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.
Ground Throw 50 4.00 - 6 - 40 pixels - - - - -
  • Floats opponent on hit
  • Forced prorate 40%
  • Millia has 15F to juggle opponent on successful throw
Air Throw 55 4.00 - 6 - 88 pixels - - - - -
  • Wall bounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAA 20 2.64 10 7 3 Mid R 7 6 33 -25
  • Fully invincibe 1~12F
  • Throw invincible 13~40F
  • Floats opponent on hit (untechable for 40F)
  • Initial prorate 40%

Specials[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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.
Lust Shaker
214S or SSS...
12xN 1.50/1.20xN 10xN 7xN 3 All R 10 1(3)xN 8 +5
  • Hitstop 6F
  • Listed Frame Adv is for no repeated hits
  • Can cancel to Longinus, Iron Saviour, or Roll from 8F onwards
S Tandem Top
236S
40 1.25/1.20 0 7 3 All F 11 13 15 -1
  • Wall bounces opponent on hit (untechable for 22F)
  • Millia is in CH state during move
  • Total duration 38F
  • FRC timing 3~4F
  • Disc disappears if Millia gets hit
  • Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears
H Tandem Top
236H
50 1.25/1.20 0 12 3 All F 60 33 Total 32 -
  • Wallbounces opponent on hit (untechable for 28F)
  • Millia is in CH state during move
  • FRC timing 20~21F
  • Disc disappears if Millia gets hit
  • Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears
Bad Moon
j.236P
24xN 1.50/1.80xN 10xN 7xN 3 High, Air RF 11 until landing 22 after landing -15
  • Floats opponent on hit (untechable for 30F)
  • Millia is crouching during landing recovery
  • Hitstop 6F
  • Initial prorate 80%
  • FRC timing 5~7F after landing or being blocked
  • Listed Recovery is on whiff
  • On whiff, Recovery 1~15F are airborne
  • Listed Frame Adv is for fastest possible TK Bad Moon (Startup 16F)
  • Has minimum height requirement
Turbo Fall
j.236K
- 2.00/- - - - - F - - 12 after landing -
  • Can pass through opponent during fall
  • FRC timing 14~15F
  • Fastest possible TK Turbo Fall has total duration 29F
  • Has minimum height requirement
  • Landing recovery is cancellable into Special Moves
Forward Roll
214K
- 2.00/- - - - - - - - Total 24 -
  • Low profile 2~3F
  • Really low profile 4~15F
  • Can pass through opponent
  • Millia is in CH state 1~15F
  • Can pick up Hairpin during move
Iron Savior
214P
36 2.00/4.80 8 7 3 Low RF 17 until corner 18 + landing 8 -13
  • Millia is airborne from 7F onwards
  • Blows back opponent and fully untechable on hit
  • Initial prorate 90%
  • FRC timing 17~22F
K Silent Force
j.214K
20 1.50/2.40 0 10 2 All - 11 see notes *1 Total 13 -
  • Staggers opponent on ground CH (Max 49F)
  • Untechable for 33F
  • Millia is in CH state during entire move
  • Initial prorate 80%
  • Has minimum height requirement
  • see notes *2
S Silent Force
j.214S
20 1.50/2.40 0 10 2 All - 11 until ground or ??? Total 13 -
  • Staggers opponent on ground CH (Max 49F)
  • Untechable for 33F
  • Millia is in CH state during entire move
  • Initial prorate 80%
  • Has minimum height requirement
  • see notes *2
H Silent Force
j.214H
20 1.50/2.40 0 10 2 All - 16 until ground or ??? Total 28 -
  • Staggers opponent on ground CH (Max 49F)
  • Untechable for 33F
  • Millia is in CH state during entire move
  • Initial prorate 80%
  • Has minimum height requirement
  • see notes *2
Secret Garden
214H > Direction + H
30x5 3.00/1.20x5 0 7x5 3 All - 56 - Total 74 -
  • Millia is in CH state 1~55F
  • Bubble guaranteed to come out after 52F
  • Accepts up to 4 additional inputs to control direction of bubble from 2~55F
  • Press D to cancel Secret Garden from 7~33F (total cancel duration 21F; non-CH state)
  • Bubble passes through other projectiles
  • Cannot use another Secret Garden, Pretty Maze, or Tandem Top until 27F after bubble disappears
TRANSLATION NEEDED
*1: (1)1(1) ??? 2(1)xn
*2: 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[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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.
FB Pretty Maze
236D
22x3 - 14x3 5x3 4 All - 43 41 Total 33 -
  • Total duration 33F
  • Millia is airborne from 1~20F
  • Floats and pulls in opponent on hit (untechable for 35F)
  • Pulls in opponent on block
  • Millia is in CH state during entire move
  • Disc guaranteed to appear after 22F
  • Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears
  • FRC timing 6~8F
FB Air Pretty Maze
j.236D
50 - 20 12 5 All F 13 33 Total 23 -
  • Wallbounces opponent on hit (untechable for 50F)
  • Millia is in CH state until she lands
  • Disc guaranteed to appear after 12F
  • Cannot use Pretty Maze, Tandem Top, or Secret Garden until 42F after disc disappears
  • FRC timing 4~6F
FB Secret Garden
214D > Direction + H/D
30x5 3.00/1.20x5 0 7x5 3 All - 34 18(8) Total 68 -
  • Millia is airborne from 5F onwards
  • Millia is in CH state 1~25F and 55~68F
  • Disc guaranteed to appear after 30F
  • Accepts up to 4 additional inputs to control direction of bubble from 6~41F
  • Bubble passes through other projectiles
  • Cannot perform another Secret Garden, Pretty Maze, or Tandem Top until 27F after bubble disappears
Longinus
Lust Shaker > 214D
35 - 20 6 5 All R 5 8 6 +7
  • Slides opponent on hit (untechable for 55F, slides for 26F)
  • Blockstun 20F
  • Forced prorate 80%

Overdrives[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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.
Winger
2141236H
40,25x4,80 - 20x5,15 6x6 5 Midx5,HF RF 5+1 2x5(10)15 landing 30 -21
  • Fully invincible 1~7F
  • Rising portion floats opponent on hit (untechable for 60F)
  • Falling portion wallbounces opponent on hit (untechable for 60F)
  • FRC timing 23~24F
  • Final hit slides opponent on hit (untechable for 60F, slides for 35F)
Air Winger
j.2141236H
80 - 15 6 5 High, Air R 1+6 until landing landing 30 -13
  • Initial prorate 70%
  • Strike invincible 1~7F
  • Slides opponent on hit (untechable for 60F, slides for 36F)
Emerald Rain
236236S
36x3 - 10x3 7x3 3 All - 4+2 - Total 75 -3
  • Strike invincible 1~5F
  • Wall bounces opponent and fully untechable on hit
  • 2nd disc has startup 26F, 3rd disc has startup 46F

Instant Kill[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The 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.
Iron Maiden
During IK Mode: 236236H
Fatal - 3xN - - All - 5+29 - Total 165 -62
  • IK Mode activation time 66F
  • Listed Frame Adv is for an opponent blocking on corner

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Sp
5K 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P 5K, 2K c.S, f.S, 2S 2H 5D, 2D Sp
6K - - - - - Sp
c.S 6P - f.S, 2S 5H, 2H 5D Jump, Sp
f.S - - 2S 5H, 2H 5D Jump, Sp
2S 5P - - 5H, 2H 5D Jump, Sp
5H - - - - 5D, 2D Sp
2H - - - - 5D, 2D Jump, Sp
6H - - - - - Sp
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H, j.2H j.D Sp
j.K j.P - j.S j.H j.D Jump, Sp
j.S j.P - - j.H, j.2H - Sp, A.Dash
j.H - - - - - Sp, A.Dash
j.2H - - - - - Sp
j.D - - - - - 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[edit]


Ambox notice.png To edit frame data, edit values in GGACR/Millia Rage/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Guilty Gear XX Accent Core Plus Re
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