GGACR/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.
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. 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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.
Invuln Attribute and Hitbox invincibility for this attack.
gbp Guard Bar Plus. How much the Guard Bar increases on block.
gbm Guard Bar Minus. 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.
Cancel Types  
C Self cancellable
S Special/Overdrive cancellable
J Jump cancellable
R Roman cancellable
F Force Roman cancellable
Tension Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied.
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.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
  • The duration of wallstick and slide is part of total untechable time.
  • Ground bounce lasts for 10 frames which are added on top of move's untechable time.
    • Notes field will include ground bounce frames in untech time.
Attack Level Values

Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own.

Use the chart below to determine how much hitstun/blockstun an attack will inflict.

Blockstun
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Normal Blockstun 9 11 13 16 18
FD Blockstun +2 +2 +2 +2 +2
IB Blockstun -2 -3 -3 -4 -4
Air Blockstun 9 11 13 16 19
Air FD Blockstun +2 +3 +4 +4 +4
Air IB Blockstun -6 -6 -6 -7 -8
Blockstop/Hitstop 11 12 13 14 15


Hitstun/Untech Time
Attack Level Lv 1 Lv 2 Lv 3 Lv 4 Lv 5
Standing Hitstun 10 12 14 17 19
Crouching Hitstun +0 +1 +1 +1 +1
Untechable Time (Air hit) 10 12 14 16 18
Hitstop 11 12 13 14 15
CH Hitstop +0 +2 +4 +8 +12
  • Untechable time is doubled on CH.
  • Additional hitstop from CH only affects the receiver. In practice it acts as additional hitstun/untechable time.
For more values, see GGACR/Frame Data


System Data

Error: No field named "backdash" found for any of the specified database tables.

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
5D 12 8 20 High 3 R 2.64 27 3 23 -12 8~23F Low Profile
30~41F Feet
13 Launch 48 14 13
6P 22×2 10×2 7×2 90% Mid 3 SJR 2.64×2 7 9,3 20 -9 1~12F Upper Body 13 14 14 13
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 60 15
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 90% Low 3 SJR 2.64 9 4 15 -5 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 5 7 High/Air 2 SJR 2.64 4 9 9 11 12 12 12
j.S 26 8 7 High/Air 3 SR 2.64 9 6 12 13 14 14 13
j.H 32 8 9 High/Air 3 SR 2.64 12 3 11 13 Launch 20 13
j.2H 22×3 5×3 9×3 High/Air 2 SR 2.64×3 8 4(2)6(2)4 17 11 12 16 12
j.D 48 11 6 80% High/Air 4 SR 2.64 17 7 9+6 after landing 16 Launch 38 + 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 Launch 28
Air Throw Air Throw 55 6 Forced 50% 88 pixels 4.00 60 + WBounce
DAA Dead Angle Attack 20 10 7 40% Mid 3 R 0.52 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 12×N 10×N 7×N 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 Launch 28 + WBounce 13
j.236P Bad Moon 24×N 8 7×N 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/- Until landing+12
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+8 after landing -13 13 Launch 60 13
j.214K/S K/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 18 11 12 33 12
214H > H Secret Garden 30×5 0 7×5 All 3 3.00/1.20×5 56 18(8) 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 Pretty Maze 22×3 0 5×3 All 4 43 41 Total 33 16 Launch 35 14
j.236D Air Pretty Maze 50 0 12 All 5 F 13 33 Total 21 18 Launch 50 + WBounce 15
214D > H FB Secret Garden 30×5 0 7×5 All 3 -/0.24×5 34 18(8) Total 68 13 14 14 13
214S > 214D Longinus 35 20 6 Forced 80% All 5 R 5 8 6 +7 20 Launch 55 + WStick 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 Mid×5, High 5 RF 6+1 2×5(10)15 30 after landing -21 1~7F All 18 Launch 60×5, 60 + Slide 35 15
j.2141236H Air Winger 80 15 10 70% High/Air 5 R 1+6 Until landing 30 after landing -13 1~7F All 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 120 + 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 3×16 All 5+29 Total 165 -62 5~6F Strike 0

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Millia 5P.pngGuardMidStartup7Recovery6Advantage-1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGAC Millia 2P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H 5D, 2D Special, Super
6PGGAC Millia 6P.pngGuardMidStartup7Recovery20Advantage-9 - - c.S, f.S, 2S 5H, 2H, 6H 5D Jump, Special, Super
5KGGAC Millia 5K.pngGuardMidStartup5Recovery14Advantage-10 6P 5K[+], 2K, 6K c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGAC Millia 2K.pngGuardLowStartup5Recovery7Advantage+1 6P 5K[+], 2K[+] c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGAC Millia 6K.pngGuardHighStartup18Recovery8Advantage+5 - - - - - Special, Super
c.SGGAC Millia cS.pngGuardMidStartup7Recovery17Advantage-6 6P - f.S, 2S 5H, 2H 5D Jump, Special, Super
f.SGGAC Millia fS.pngGuardMidStartup7Recovery16Advantage-4 - - 2S 5H, 2H 5D Jump, Special, Super
2SGGAC Millia 2S.pngGuardLowStartup9Recovery15Advantage-5 5P - - 5H, 2H 5D Jump, Special, Super
5HGGAC Millia 5H.pngGuardMidStartup6Recovery21Advantage-4 - - - - 5D, 2D Special, Super
2HGGAC Millia 2H.pngGuardMidStartup11Recovery12Advantage-2 - - - - 5D, 2D Jump, Special, Super
6HGGAC Millia 6H.pngGuardMidStartup16Recovery25Advantage-9 - - - - - Special, Super
5DGGAC Millia 5D.pngGuardHighStartup27Recovery23Advantage-12 - - - - - Homing Jump
2DGGAC Millia 2D.pngGuardLowStartup13Recovery12Advantage-1 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGAC Millia jP.pngGuardHigh/AirStartup5Recovery8Advantage- j.P[+] j.K[+] j.S j.H, j.2H j.D Special, Super
j.KGGAC Millia jK.pngGuardHigh/AirStartup4Recovery9Advantage- j.P - j.S j.H j.D Jump, Special, Super
j.SGGAC Millia jS.pngGuardHigh/AirStartup9Recovery12Advantage- j.P - - j.H, j.2H - Sp, A.Dash
j.HGGAC Millia jH.pngGuardHigh/AirStartup12Recovery11Advantage- - - - - - Sp, A.Dash
j.2HGGAC Millia j2H.pngGuardHigh/AirStartup8Recovery17Advantage- - - - - - Special, Super
j.DGGAC Millia jD.pngGuardHigh/AirStartup17Recovery9+6 after landingAdvantage- - - - - - Sp, A.Dash
  • 5D can be only canceled into Homing Jump 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 GGACR/Millia Rage/Data.
Systems Pages