GGST/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 determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a decimal multiplier in other sections.
Guts The amount of damage that characters take decreases as their life lowers. For more info, see here.
R.I.S.C. Gain Modifier The amount of R.I.S.C. Level characters gain when blocking is modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash The total duration, invincibility window and airborne duration of a backdash in frames.
Forward Dash The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step.
Jump Duration The total duration of a jump in frames, if uncanceled.
High Jump Duration The total duration of a high jump in frames, if uncanceled.
Jump Height The maximum height of a jump in in-game units of distance.
High Jump Height The maximum height of a high jump in in-game units of distance.
Pre-Instant Air Dash The minimum number of frames before a character can initiate an air dash from neutral.
Air Dash Duration The total duration of a forward air dash in frames. Left value represents the earliest frame a forward air dash can be canceled. Right value represents the total duration of a forward air dash if uncanceled.
Air Backdash Duration The total duration of a backward air dash in frames. Left value represents the earliest frame a backward air dash can be canceled. Right value represents the total duration of a backward air dash if uncanceled.
Movement Tension Gain The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up.
Jumping Tension Gain The amount of Tension gained per frame of a forward jump, and for how many frames it is gained.
Air Dash Tension Gain The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained.
Walk Speed The speed the character walks forward.
Backwalk Speed The speed the character walks backward.
Initial Dash Speed The starting speed of the character's forward dash.
Dash Acceleration The amount of speed gained per frame of forward dashing, prior to friction calculations.
Friction The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration.
Frame Data Glossary  
Damage The base damage this attack deals on hit. Values are based on damage dealt to characters with base defense.
Guard How this attack can be guarded. All non-throws can be air blocked unless otherwise stated.
Startup Number of frames for this move to reach its first active frame (includes the first active frame).
Active Number of active frames in this move. 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.
On-Block After blocking this attack, how soon the attacker can act 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 grounded opponent, and that the attacker does not cancel the attack into anything else.

On-Hit After getting hit by this attack, how soon the attacker can act 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.

Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. Note that there are exceptions.
Counter Type The type of Counter Hit this attack triggers. There are four types: Very Small, Small, Mid, and Large.
Invuln Attribute and hitbox invincibility for this move.
Proration How much additional damage proration this attack has. There are two types of proration: Initial and Forced.
R.I.S.C. Gain How much the R.I.S.C. Level increases when this attack is blocked. This will change under various conditions, see also: R.I.S.C. Level.
R.I.S.C. Loss How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level.
Input Tension The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level.
Chip Ratio The percentage of this attack's base damage that is still dealt as chip damage on block.
Wall Damage The base damage dealt to the wall on hit. Note that moves may deal more due to launching or wall bounce effects.
OTG Ratio The percentage of this attack's regular damage that is dealt if the opponent is hit while in an Off the Ground (OTG) state.
Attack Level Values
Hitstun and Blockstun Values
Level Hitstop Standing Hitstun Crouching Hitstun Ground Block Air Regular Block/FD ※ Air Instant Block/IFD ※
Lv.0 11 12 13 9 Until Landing+19 Until Landing+5
Lv.1 12 14 15 11 Until Landing+19 Until Landing+5
Lv.2 13 16 17 13 Until Landing+19 Until Landing+5
Lv.3 14 19 20 16 Until Landing+19 Until Landing+5
Lv.4 15 21 22 18 Until Landing+19 Until Landing+5

※: Only applies to strikes. Projectiles follow ground blockstun values unless the defender lands while still in blockstun, resulting in 5 frames of landing recovery.
Note: Blocking a move in the air restores an air action. (i.e. air jump or air dash)

For more values, see GGST/Frame Data


System Data

Core Data
Name Defense Guts R.I.S.C. Gain Modifier Prejump Backdash Duration Backdash Invuln Backdash Airborne Forward Dash Unique Movement Options Movement Tension Gain
Millia Rage 48 2 40.0 4 16 1-4F 1-11F An Extra Airdash, Kapel, Turbo Fall, Mirazh
Jump Data
Jump Duration High Jump Duration Jump Height High Jump Height Pre-Instant Air Dash Air Dash Duration Air Backdash Duration Air Dash Distance Air Backdash Distance Jumping Tension Gain Air Dash Tension Gain
37 55 453.6 702.0 7 13/17 13/17 378 301


Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
5P 20 All 7 5 7 -2 +1 0 Small None 80% 500 1500
5K 24 All 7 3 12 -3 0 1 Small None 80% 1000 1500
c.S 15×2 All 7 3, 3 13 +1 +13 3 Mid None 100% 1000×2 1000
f.S 30 All 9 2 19 -7 -4 2 Mid 90% 1500 1000
5H 42 All 12 4 23 -8 -5 4 Large None 90% 2500 1000
5D 40 High 20 3 26 -15 0 2 Mid None 80% 1125 3000 [1000]
5[D] 50 High 28 3 26 -10 KD +36 4 Mid None 100% 1875 1500 [1000]
6P 26 All 9 9 16 -11 -8 2 Mid 1-2 Upper Body
3-11 Above Knee
90% 1500 1000
6K 35 High 28 2 10 +2 +6 2 Small 13-29F Below Knee 80% 1125 1000
6H 20,40 All 15 5(13)4 23 -8 -5 4 Large×2 9-21F Airborne 100% 1200×2 1000
2P 18 All 4 2 10 -2 +1 0 Small None 80% 500 1500
2K 18 Low 6 3 12 -3 0 1 Small 6-13F Low Profile 70% 750 1000
2S 28 Low 11 2 18 -6 -3 2 Mid None 90% 1125 1000
2H 45 All 14 7 17 -7 KD +39 3 Large None 90% 2000 1000
2D 30 Low 12 3 19 -8 HKD +50 2 Large None 90% 1125 1000
j.P 16 High 5 4 12 - - 0 Small None 80% 375 1000
j.K 20 High 6 4 12 - - 1 Small None 80% 750 1000
j.S 32 High 7 4 14 - - 2 Mid None 80% 1125 1000
j.H 35 High 8 10 25 +1 (IAD) +4 (IAD) 2 Mid None 80% 1125 1000
j.D 35 High 9 7 27 - - 2 Mid None 80% 1125 1000

Special Moves

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
236S S Tandem Top 35 All 12 14 Total 45 -10 KD +31 3 Very Small 9-41F Airborne
42-45F Below Knee
80% 500 1000
236H H Tandem Top 32×2 All 73 28,6 Total 51 +36 KD +83 3 Very Small 18F onwards Airborne 80% 500×2 2000
214S Lust Shaker 7×3, 7x6, 7x9 All 13 [1(3)]×2~8, 1 -16, -18, -20 -5, -7, -9 -2, -4, KD +30 1 Very Small None 90% 200×3, 200x6, 200x9 1000
214S (3-Hit) 3-Hit 7x3 All 13 [1(3)]x2, 1 16 -5 -2 1 Very Small None 90% 200×3 1000
214S (6-Hit) 6-Hit 7×6 All 13 [1(3)]×5, 1 18 -7 -4 1 Very Small None 90% 200×6 1000
214S (9-Hit) 9-Hit 7×9 All 13 [1(3)]×8, 1 20 -9 KD +30 1 Very Small None 90% 200×9 1000
214P Iron Savior 43 Low 20 till corner 17 + 10L -12 HKD +62 3 Mid 10F onwards Airborne 80% 1500 2000
j.236P Bad Moon 5×N, 31 High 11 Until Landing 20 + 12L -21 KD +23 2 Very Small None 80% 225×N, 1500 1000
j.236K Turbo Fall - - 14 - 9L - - - None
214K Mirazh - - - - Total 26 - - - 1-2F Upper Body
3-22F Above Knee
214H Artemis 47 All 24 4 15 -2 Stagger +10 3 Medium 4-25 High Profile 90% 2000 1000
j.236H Kapel 40 All 13 3 12 -1 (IAS) KD +42 (IAS) 1 Very Small 1-12F Lower Body 80% 1000 1000

Supers

Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Input Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
236236S Septem Voices 20×2,60 All 4+5 Until corner Total 43 +8 HKD +77 2,2,4 Very Small 9-26F Airborne 100% 100×3 1000
632146H Winger 16×5,50 All 8+1 10(9)15 40 -32 HKD +21 4 Mid 1-8F Full
7-40F Airborne
100% 400×5, 500 1000

Other

Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Name Damage Guard Startup Active Recovery On-Block On-Hit Level Counter Type Invuln Proration R.I.S.C. Gain R.I.S.C. Loss
Ground Throw 70 Ground Throw 2 3 38 - HKD +61 - None Forced 50% 2500
Air Throw 70 Air Throw 2 3 38 or Until Landing+10 HKD +52 (IAD) None Forced 50% 2500
Wild Assault 30 All 20~31 3 20 +13 Stagger +12 4 Mid 90% 2500 3000
Wild Assault 50 All 32 3 20 +17 HKD +71 4 Mid 100% 2500 2000
Dash Cancel Total 24

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Millia Rage 5P.pngGuardAllStartup7Recovery7Advantage-2 5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Millia Rage 2P.pngGuardAllStartup4Recovery10Advantage-2 5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Millia Rage 6P.pngGuardAllStartup9Recovery16Advantage-11 - - - - - Sp
5KGGST Millia Rage 5K.pngGuardAllStartup7Recovery12Advantage-3 6P 5K, 2K, 6K - 6H 5D, 2D Jump, Special, Super
2KGGST Millia Rage 2K.pngGuardLowStartup6Recovery12Advantage-3 6P 6K - 6H 5D, 2D Special, Super
6KGGST Millia Rage 6K.pngGuardHighStartup28Recovery10Advantage+2 - - - - - Special, Super
c.SGGST Millia Rage c.S.pngGuardAllStartup7Recovery13Advantage+1 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Millia Rage f.S.pngGuardAllStartup9Recovery19Advantage-7 - - - 5H, 2H - Special, Super
2SGGST Millia Rage 2S.pngGuardLowStartup11Recovery18Advantage-6 - - - 5H, 2H - Special, Super
5HGGST Millia Rage 5H.pngGuardAllStartup12Recovery23Advantage-8 - - - - - Special, Super
2HGGST Millia Rage 2H.pngGuardAllStartup14Recovery17Advantage-7 - - - - - Special, Super
6HGGST Millia Rage 6H 1.pngGuardAllStartup15Recovery23Advantage-8 - - - - - Special, Super
5DGGST Millia Rage 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - -
5[D]GGST Millia Rage 5D.pngGuardHighStartup20Recovery26Advantage-15 - - - - - Homing Jump
2DGGST Millia Rage 2D.pngGuardLowStartup12Recovery19Advantage-8 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Millia Rage j.P.pngGuardHighStartup5Recovery12Advantage- j.P - - - - Special
j.KGGST Millia Rage j.K.pngGuardHighStartup6Recovery12Advantage- - - - - j.D Jump, Air Forward & Back Dash, Special
j.SGGST Millia Rage j.S.pngGuardHighStartup7Recovery14Advantage- - - - j.H j.D Jump, Air Forward & Back Dash, Special
j.HGGST Millia Rage j.H.pngGuardHighStartup8Recovery25Advantage+1 (IAD) - - - - j.D Jump, Air Forward & Back Dash, Special
j.DGGST Millia Rage j.D.pngGuardHighStartup9Recovery27Advantage- - - - - - Jump, Air Forward & Back Dash, Special
X = X is available on hit or block

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