GGACR/Millia Rage/Frame Data

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Revision as of 08:13, 7 September 2020 by Shtkn (talk | contribs)
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System Data


Normals

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
5K
  • Attack is fully extended on 7F
c.S
f.S
5H
  • 2nd hit has startup 12F
6P
  • Upper body invincible 1~12F
  • Staggers opponent on ground CH (Max 39F)
  • Initial prorate 90%
6K
  • Lower body invincible 1~19F
  • Foot invincible 20~21F
  • Initial prorate 80%
  • Hits crouching opponents on 20F (tested on Sol)
6H
  • Slams down opponent and fully untechable on hit
5D
  • Low profile 8~23F
  • Foot invincible 30~41F
  • Millia is in CH state during entire move
2P
  • Initial prorate 85%
2K
  • Initial prorate 75%
2S
2H
  • Initial prorate 90%
  • Low profile 1~3F
  • Floats opponent on hit (untechable for 20F, on CH for 48F)
2D
  • Feet invincible 10~21F
j.P
j.K
j.S
  • Air dash cancelable
j.H
  • Floats opponent on hit (untechable for 20F)
  • Air dash cancelable
j.2H
  • Slams down opponent on air hit (untechable for 16F)
j.D
  • Initial prorate 80%
  • Wall bounces opponent on hit
  • Air dash cancelable

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
  • Floats opponent on hit
  • Forced prorate 40%
  • Millia has 15F to juggle opponent on successful throw
Air Throw
  • Wall bounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAA
  • Fully invincibe 1~12F
  • Throw invincible 13~40F
  • Floats opponent on hit (untechable for 40F)
  • Initial prorate 40%

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Lust Shaker
214S or SSS...
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
FB Pretty Maze
236D
  • 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
  • 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
  • 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
  • Slides opponent on hit (untechable for 55F, slides for 26F)
  • Blockstun 20F
  • Forced prorate 80%

Overdrives

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Winger
2141236H
  • 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
  • Initial prorate 70%
  • Strike invincible 1~7F
  • Slides opponent on hit (untechable for 60F, slides for 36F)
Emerald Rain
236236S
  • Strike invincible 1~5F
  • Wall bounces opponent and fully untechable on hit
  • 2nd disc has startup 26F, 3rd disc has startup 46F

Instant Kill

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Iron Maiden
During IK Mode: 236236H
  • IK Mode activation time 66F
  • Listed Frame Adv is for an opponent blocking on corner

Gatling Table

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

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.