GGACR/Millia Rage/Frame Data

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System Data[edit]

Defense:x1.21
Guts:3
Weight:Lightweight (x1.05)
Stun Resistance:55
Prejump:3F
Backdash:11F (1~>5F invuln)
Wakeup Time:53F (Face Up) / 48F (Face Down)
Unique Movements:2 Airdashes, Turbo Fall


Normals[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
5P GGAC Millia 5P.png 18 Mid 7 5 6 -1 - 3 8 1.44 CSJR 1
5K GGAC Millia 5K.png 12 Mid 5 6 14 -10 - 3 8 1.44 CSJR 1
  • Attack is fully extended on 7F
c.S GGAC Millia cS.png 22x2 Mid 7 3,3 17 -6 - 10x2 7x2 2.64x2 SJR 3
f.S GGAC Millia fS.png 28 Mid 7 2 16 -4 - 10 7 2.64 SJR 3
5H GGAC Millia 5H.png 30x2 Mid 6 4(2)2 21 -4 - 20x2 6x2 3.84x2 SR 5
  • 2nd hit has startup 12F
6P GGAC Millia 6P.png 22x2 Mid 7 9,3 20 -9 1~12F Upper Body 10x2 7x2 2.64x2 SJR 3
  • Staggers opponent on ground CH (Max 39F)
  • Initial prorate 90%
6K GGAC Millia 6K.png 25 High 18 4 8 +5 1~19F Lower Body
20~21F Feet
11 6 3.84 SR 4
  • Initial prorate 80%
  • Hits crouching opponents on 20F (tested on Sol)
6H GGAC Millia 6H.png 60 Mid 16 3 25 -9 - 20 6 7.68 SR 5
  • Slams down opponent and fully untechable on hit
5D GGAC Millia 5D.png 12 High 27 3 23 -12 8~23F Low Profile
30~41F Feet
8 20 2.64 R 3
  • Millia is in CH state during entire move
2P GGAC Millia 2P.png 9 Mid 5 2 6 +2 - 3 8 1.44 CSR 1
  • Initial prorate 85%
2K GGAC Millia 2K.png 8 Low 5 2 7 +1 - 3 8 2.64 CSR 1
  • Initial prorate 75%
2S GGAC Millia 2S.png 26 Low 9 4 15 -3 - 8 7 2.64 SJR 3
2H GGAC Millia 2H.png 36 Mid 11 7 12 -2 1~3F Low Profile 14 6 3.84 SJR 4
  • Initial prorate 90%
  • Floats opponent on hit (untechable for 20F, on CH for 48F)
2D GGAC Millia 2D.png 26 Low 13 3 12 -1 10~21F Feet 8 7 2.64 SR 3
j.P GGAC Millia jP.png 10 High/Air 5 6 8 - - 3 8 1.44 CSR 1
j.K GGAC Millia jK.png 12 High/Air 4 9 9 - - 6 7 2.64 SJR 2
j.S GGAC Millia jS.png 26 High/Air 9 6 12 - - 10 10 2.64 SR 3
  • Air dash cancelable
j.H GGAC Millia jH.png 32 High/Air 12 3 11 - - 10 9 2.64 SR 3
  • Floats opponent on hit (untechable for 20F)
  • Air dash cancelable
j.2H GGAC Millia j2H.png 22x3 High/Air 8 4(2)6(2)4 17 - - ?? ?? ?? SR 2
  • Slams down opponent on air hit (untechable for 16F)
j.D GGAC Millia jD.png 48 High/Air 17 7 9 + landing 6 - - 10 9 2.64 SR 4
  • Initial prorate 80%
  • Wall bounces opponent on hit
  • Air dash cancelable

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Ground Throw GGAC Millia throw.png 50 40 pixels - - - - - - 6 4.00 - -
  • Floats opponent on hit
  • Forced prorate 40%
  • Millia has 15F to juggle opponent on successful throw
Air Throw GGAC Millia airThrow.png 55 88 pixels - - - - - - 6 4.00 - -
  • Wall bounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAAGGAC Millia cS.png 20 Mid 7 6 33 -25 1~12F All
13~40F Throw
10 7 2.64 R 3
  • Floats opponent on hit (untechable for 40F)
  • Initial prorate 40%

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Lust ShakerGGAC Millia 214S.png
214S or SSS...
12xN All 10 1(3)xN 8 +5 - 10xN 7xN 1.50/1.20xN R 3
  • Hitstop 6F
  • Listed Frame Adv is for no repeated hits
  • Can cancel to Longinus, Iron Saviour, or Roll from 8F onwards
S Tandem TopGGAC Millia 236S.png
236S
40 All 11 13 15 -1 - 0 7 1.25/1.20 F 3
  • 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 TopGGAC Millia 236S.png
236H
50 All 60 33 Total 32 - - 0 12 1.25/1.20 F 3
  • 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 MoonGGAC Millia j236P.png
j.236P
24xN High/Air 11 until landing 22 after landing -15 - 10xN 7xN 1.50/1.80xN RF 3
  • 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 FallGGAC Millia j236K.png
j.236K
- - - - 12 after landing - - - - 2.00/- F -
  • 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 RollGGAC Millia 214K.png
214K
- - - - Total 24 - 2~3F Low Profile
4~15F Very Low Profile
- - 2.00/- - -
  • Can pass through opponent
  • Millia is in CH state 1~15F
  • Can pick up Hairpin during move
Iron SaviorGGAC Millia 214P.png
214P
36 Low 17 until corner 18 + landing 8 -13 - 8 7 2.00/4.80 RF 3
  • Millia is airborne from 7F onwards
  • Blows back opponent and fully untechable on hit
  • Initial prorate 90%
  • FRC timing 17~22F
K Silent ForceGGAC Millia j214S.png
j.214K
20 All 11 see notes *1 Total 13 - - 0 10 1.50/2.40 - 2
  • 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 ForceGGAC Millia j214S.png
j.214S
20 All 11 until ground or ??? Total 13 - - 0 10 1.50/2.40 - 2
  • 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 ForceGGAC Millia j214S.png
j.214H
20 All 16 until ground or ??? Total 28 - - 0 10 1.50/2.40 - 2
  • 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 Garden200x200px
214H > Direction + H
30x5 All 56 - Total 74 - - 0 7x5 3.00/1.20x5 - 3
  • 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]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
FB Pretty MazeGGAC Millia 236D.png
236D
22x3 All 43 41 Total 33 - - 14x3 5x3 - - 4
  • 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 MazeGGAC Millia 236D.png
j.236D
50 All 13 33 Total 23 - - 20 12 - F 5
  • 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 GardenGGAC Millia j214D.png
214D > Direction + H/D
30x5 All 34 18(8) Total 68 - - 0 7x5 3.00/1.20x5 - 3
  • 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
LonginusGGAC Millia 214D.png
Lust Shaker > 214D
35 All 5 8 6 +7 - 20 6 - R 5
  • Slides opponent on hit (untechable for 55F, slides for 26F)
  • Blockstun 20F
  • Forced prorate 80%
  • Attack Level 6

Overdrives[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
WingerGGAC Millia 214236H.png
2141236H
40,25x4,80 Midx5,HF 5+1 2x5(10)15 landing 30 -21 1~7F All 20x5,15 6x6 - RF 5
  • 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 WingerGGAC Millia j214236H.png
j.2141236H
80 High/Air 1+6 until landing landing 30 -13 1~7F Strike 15 6 - R 5
  • Initial prorate 70%
  • Slides opponent on hit (untechable for 60F, slides for 36F)
Emerald RainGGAC Millia 236236S.png
236236S
36x3 All 4+2 - Total 75 -3 1~5F Strike 10x3 7x3 - - 3
  • Wall bounces opponent and fully untechable on hit
  • 2nd disc has startup 26F, 3rd disc has startup 46F

Instant Kill[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Iron MaidenGGAC Millia IK1.png
During IK Mode: 236236H
Fatal All 5+29 - Total 165 -62 - 3xN - - - -
  • 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.