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 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 The amount of R.I.S.C. Level characters gain when blocking is multiplied by this R.I.S.C. Gain Modifier.
Jump Duration Jump Duration in total frames, if uncanceled.
Jump Height Jump Height in total in-game units of distance.
High Jump Duration High Jump Duration in total frames, if uncanceled.
efiad Earliest Forward Instant Air Dash. The minimum amount of frames after a jump leaves the ground that a Forward Air Dash can be performed.
ebiad Earliest Back Instant Air Dash. The minimum amount of frames after a jump leaves the ground that a Back Air Dash can be performed.
fadd Forward Air Dash Duration in frames. An /X number represents the earliest frame a Forward Air Dash can be canceled into Faultless Defense.
badd Back Air Dash Duration in frames.
fadat Forward Air Dash Attack Transition in frames. The minimum amount of frames after a Forward Air Dash that an attack can be performed.
badat Back Air Dash Attack Transition in frames. The minimum amount of frames after a Back Air Dash that an attack can be performed.
Frame Data Glossary
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 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 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.

OnHit 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.

RiscGain How much the R.I.S.C. Level increases when this attack is blocked.
RiscLoss How much the R.I.S.C. Level decreases when this attack hits.
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Counter The type of Counter Hit this attack triggers. There are three types: Small, Mid, and Large.
Invuln Attribute and hitbox invincibility for this move.
Prorate How much additional damage proration this attack has. There are two types of proration: Initial and Forced.


System Data

name icon defense guts prejump weight backdash forwarddash guardBalance jump duration jump height high jump duration efiad ebiad fadd badd fadat badat
Millia Rage
GGST_Millia_Rage_Icon.png
1.18 2 4 Light 16/1~4 strike invuln/1~11 airborne 1.25 37 55 3 3 18 18 13 13

Normal Moves

input damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
input damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
5P 20 All 7 5 7 -2 +1 500 1500 0 Small None
5K 24 All 7 3 12 -3 0 1000 1500 1 Small None 80%
c.S 15×2 All 7 3,3 16 -2 0 1000, 7500 1000 3 Mid None 100%
f.S 30 All 10 2 19 -7 -4 1500 1000 2 Mid 27-30F Head 90%
5H 42 All 12 4 23 -8 -5 2500 1000 4 Large None 100%
5D 40 High 20 3 26 -15 0 1125 3000 2 Mid None 80%
5[D] 50 High 28 3 26 -10 KD 1875 1500 4 Mid None 100%
6P 26 All 9 9 16 -11 -8 1500 1000 2 Mid 1-2F Upper Body
3-11F Above Knee
Initial 90%
6K 35 High 28 2 14 -2 +2 1125 1000 2 Small 13-29F Below Knee Initial 80%
6H 20,40 All 17 5(13)4 23 -8 -5 1200×2 1000 4 Large×2 9-21F Airborne 100%
2P 18 All 5 2 10 -2 +1 500 1500 0 Small None 80%
2K 18 Low 6 3 12 -3 0 750 1000 1 Small None 70%
2S 28 Low 11 2 18 -6 -3 1125 1000 2 Mid None 90%
2H 45 All 14 7 17 -7 KD 2000 1000 3 Large None 100%
2D 30 Low 12 3 22 -11 HKD 1125 1000 2 Large None Forced 90%
j.P 16 High 5 4 12 - - 375 1000 0 Small None 80%
j.K 20 High 6 4 12 - - 750 1000 1 Small None 80%
j.S 32 High 7 4 14 - - 1125 1000 2 Mid None 80%
j.H 35 High 8 10 25 - - 1125 1000 2 Mid None 80%
j.D 35 High 9 7 27 - - 1125 1000 2 Mid None 80%


Special Moves

input name damage guard startup active recovery onBlock onHit riscGain riscLoss level invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain riscLoss level invuln prorate
236S Tandem Top 35 All 12 14 Total 48 -14 KD 500 1000 2 9-41F Airborne
42-45F Below Knee
80%
236H Tandem Top 32×2 All 73 28,6 Total 55 - KD 500×2 2000 2 18F onwards Airborne 80%
214S Lust Shaker 7×3~9 All 17 1[(3)1]*2~8 16 -5, -7, -9 -2, -4, KD 200×3~9 1000 1 None 100%
214P Iron Savior 43 Low 20 till corner 17 + 10L -12 HKD 1500 2000 3 10F onwards Airborne 90%
j.236P Bad Moon 5*N,31 High 11 Until Ground 20 + 12L -21 KD 225×N, 1500 1000 2 None 80%
j.236K Turbo Fall - - 14 - 12L - - - None
214K Mirazh - - - - Total 28 - - - 1-3F Upper Body
4-24F Above Knee
j.236H Kapel 30 All 13 Total 30 -4 at lowest height KD 1000 1000 1 1-12F Lower Body 80%

Supers

input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
input name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
236236S Septem Voices 20×2,60 All 4+5 till corner Total 43 +8 HKD 100×3 1000 2,2,4 Small 9-26F Airborne 100%
632146H Winger 20×5,60 All 6+1 10(9)15 30 -22 HKD 400×5, 500 1000 4 Mid 1-8F Full
7-40F Airborne
100%×5, F95%

Other

name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
name damage guard startup active recovery onBlock onHit riscGain riscLoss level counter invuln prorate
Ground Throw 0,70 Ground Throw 2 3 38 - HKD 2500 - None Forced 50%
Air Throw 0,40,30 Air Throw 2 3 Total 38 - HKD 2500 - None Forced 50%

Gatling Table

Ground Gatlings
P K S H D Cancel
5P
GGST Millia Rage 5P.png
Guard:
All
Startup:
7
Recovery:
7
Advantage:
-2
5P, 2P, 6P 6K - 6H - Sp
2P
GGST Millia Rage 2P.png
Guard:
All
Startup:
5
Recovery:
10
Advantage:
-2
5P, 2P, 6P 6K - 6H - Sp
6P
GGST Millia Rage 6P.png
Guard:
All
Startup:
9
Recovery:
16
Advantage:
-11
- - - - - Sp
5K
GGST Millia Rage 5K.png
Guard:
All
Startup:
7
Recovery:
12
Advantage:
-3
6P 5K, 2K, 6K - 6H 5D, 2D Jump, Sp
2K
GGST Millia Rage 2K.png
Guard:
Low
Startup:
6
Recovery:
12
Advantage:
-3
6P 6K - 6H 5D, 2D Sp
6K
GGST Millia Rage 6K.png
Guard:
High
Startup:
28
Recovery:
14
Advantage:
-2
- - - - - Sp
c.S
GGST Millia Rage c.S.png
Guard:
All
Startup:
7
Recovery:
16
Advantage:
-2
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S
GGST Millia Rage f.S.png
Guard:
All
Startup:
10
Recovery:
19
Advantage:
-7
- - - 5H, 2H - Sp
2S
GGST Millia Rage 2S.png
Guard:
Low
Startup:
11
Recovery:
18
Advantage:
-6
- - - 5H, 2H - Sp
5H
GGST Millia Rage 5H.png
Guard:
All
Startup:
12
Recovery:
23
Advantage:
-8
- - - - - Sp
2H
GGST Millia Rage 2H.png
Guard:
All
Startup:
14
Recovery:
17
Advantage:
-7
- - - - - Sp
6H
GGST Millia Rage 6H 1.png
Guard:
All
Startup:
17
Recovery:
23
Advantage:
-8
- - - - - Sp
5D
GGST Millia Rage 5D.png
Guard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
5[D]
GGST Millia Rage 5D.png
Guard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - Homing Jump
2D
GGST Millia Rage 2D.png
Guard:
Low
Startup:
12
Recovery:
22
Advantage:
-11
- - - - - Sp
Air Gatlings
P K S H D Cancel
j.P
GGST Millia Rage j.P.png
Guard:
High
Startup:
5
Recovery:
12
Advantage:
-
j.P - - - - Sp
j.K
GGST Millia Rage j.K.png
Guard:
High
Startup:
6
Recovery:
12
Advantage:
-
- - - - j.D Jump, Foward & back dash, Sp
j.S
GGST Millia Rage j.S.png
Guard:
High
Startup:
7
Recovery:
14
Advantage:
-
- - - j.H j.D Jump, Foward & back dash, Sp
j.H
GGST Millia Rage j.H.png
Guard:
High
Startup:
8
Recovery:
25
Advantage:
-
- - - - j.D Jump, Foward & back dash, Sp
j.D
GGST Millia Rage j.D.png
Guard:
High
Startup:
9
Recovery:
27
Advantage:
-
- - - - - Jump, Foward & back dash, Sp
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

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Ambox notice.png To edit frame data, edit values in GGST/Millia Rage/Data.