GGXRD-R2/Millia Rage/Frame Data

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System Data

Defense:x1.22
Guts:3
Weight:[105] Light
Stun Resistance:55
Prejump:3F
Backdash:11F (1~5F invuln)
Wakeup Time:25F (Face Up) / 23F (Face Down)
Unique Movements:Turbo Fall, second airdash


Normal Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe 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. LevelAttack 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. HitboxHitbox link for this move
5P 14 Mid 7 5 6 -1 - -8/+3 Initial: 90% CSJ YRP 144 0 Click!
5K 12 Mid 5 6 14 -10 - -8/+3 - CSJ YRP 144 0 Click!
c.S 22x2 Mid 7 3, 3 17 -6 - -7/+10 - SJ YRP 264 2 Click!
f.S 28 Mid 7 2 16 -6 - -7/+6 Initial: 90% S YRP 264 1 Click!
5H 30x2 Mid 6 4(2)2 21 -4 - -6/+20 - S YRP 384 4 Click!
2P 9 Mid 5 2 6 +2 - -8/+3 Initial: 85% CS YRP 144 0 Click!
2K 8 Low 5 2 7 +1 - -8/+3 Initial: 70% CS YRP 144 0 Click!
2S 26 Low 9 2 15 -3 - -7/+10 - SJ YRP 264 2 Click!
2H 33 Mid 11 7 12 -2 - -12/+14 - SJ YRP 384 3 Click!
j.P 10 High/Air 5 6 8 - - -8/+3 - CS YRP 144 0 Click!
j.K 12 High/Air 4 6 12 - - -8/+3 - SJ YRP 144 0 Click!
j.S 26 High/Air 10 6 12 - - -7/+10 - S YRP 264 2 Click!
j.H 28 High/Air 8 10 25 - - -7/+10 - S YRP 264 2 Click!
j.D 36 High/Air 11 7 9+ landing 6 - - -7/+10 - SJ YRP 264 2 Click!
6P 22 Mid 10 5 22 -13 1-14 Upper Body -7/+10 Initial: 90% S YRP 264 2 Click!
  • Staggers opponent on CH. Max duration 63F
6K 25 High 19 4 12 +1 5-20 lower body
21-22 feet
-6/+20 Initial: 70% S YRP 384 3 Click!
  • Hits crouching opponents on 21F (tested on Sol)
6H 35x2 Mid, High 15 3(6)5 18 -6 - -6, -9/+14 Initial: 100%, 80% SJ, S - 384 3 Click!
2D 26 Low 13 3 12 -1 10-21 feet -7/+10 - S YRP 264 2 Click!
5D 23 High 28 4 20 -10 9-14 low profile
15-17 above knees
-20/+10 Initial: 80% - YRP 264 2 Click!

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe 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. LevelAttack 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. HitboxHitbox link for this move
Ground Throw 0, 55 Ground Throw: 70000 1 - - +60 - -6, -0/NA Forced: 55% - R 0, 480 0 Click!
  • Stun value: 27
Air Throw 0, 55, 0 Air Throw: 192500 1 - - - - -6, -0/NA Forced: 65% - R 0, 480 0 Click!
  • Stun value: 27
DAA 25 All 10 3 23 -12 1-12 Full
13-39 Throw
-7/+10 Initial: 50% - - -5000/264 2 Click!
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz - Initial: 55% - R - 1 Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)
Blitz Attack
Max Charge
- - - R - 4 Click!
  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe 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. LevelAttack 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. HitboxHitbox link for this move
Bad Moon
j.236P
24x(2~10) High/Air 11 till landing See notes -17 - -7/+10 Initial: 85% - YRP 150/180 2 Click!
  • Recovery on block is Until Landing+9
  • Recovery when done at lowest possible height is 21+9 After Landing
  • Recovery on hit/whiff 15+9 After Landing
  • Frame Advantage is on lowest possible height
Turbo Fall
j.236K
- - - - 8 after landing - - - - - Y 200/- - Click!
S Tandem Top
236S
40 All 11 13 Total: 38 -1 - -7/+2 Initial: 90% - YRP 125/120 2 Click!
H Tandem Top
236H
25x2 All 60 32, 2 Total: 35 - - -7/+2 Initial: 80% - YRP 125/120 2 Click!
Lust Shaker
214S
18x4 All 17 1(3)1(3)1(3)1 7 +6 - -7/+10 - - YRP 100/300 2 Click!
Lust Shaker
SSSS...


  • Mash S for more hits. 4 hits min, 23 hits max
Iron Savior
214P
36 Low 17 till reaches corner 18+landing 8 -13 - -7/+10 Initial: 90% - YRP 200/480 2 Click!
  • Millia becomes airborne 7F onwards
Forward Roll
214K
- - - - Total: 28 - 4-15 really low profile
16-24 above knees
- - - Y 100/- - Click!
  • Can cancel into Lust Shaker, Digitalis, and Dust from 12~20F
  • Can be canceled into Roll Again from 18~20F
  • Can be canceled into all other attacks from 25F onward(except throw)
Roll Again
Roll>K
- - - - Total: 18 - 4-11 really low profile
12-18 above knees
- - - Y 100/- - Click!
Lust Shaker
Roll>S
18x4 All 17 1(3)1(3)1(3)1 7 +6 - -7/+10 - - YRP 100/300 2 Click!
Digitalis
Roll>H
45 Mid 8 4 26 -11 - -5/+20 Initial: 75% - YRP 100/480 4 Click!
Dust
Roll>D
23 High 25 4 20 -10 7-11 low profile
12-14 Above Knees
-20/+10 Initial: 80% - YRP 264 2 Click!
S Silent Force
j.214S
20 All 11 Until ground 23 Total - - -6/+2 Initial: 80% - YRP 150/240 1 Click!
H Silent Force
j.214H
20 All 11 Until ground 27 Total - - -6/+2 Initial: 80% - YRP 150/240 1 Click!
Secret Garden
214H>Direction+H
30x1~5 All 77 18 Total: 74 - - -7/+2 Forced: 90% - YRP 300/120 2 Click!
  • Additional hits have active frames: (8) 18

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe 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. LevelAttack 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. HitboxHitbox link for this move
Winger
2141236H
[2141236D]
40, 25x4, 80
[50, 31x4, 100]
Mid*5, High 5+1 10(10)15 30 -22 1-7 Full
8F onwards Upper Body
-6x5,-15/+20 Initial: 80% - YRP -5000/0 4 Click!
  • [] values are for the Burst version
  • 8F onwards Airborne
Emerald Rain
236236S
36x3 All 4+1 - Total: 74 -3 4 Strike -7/+10 Initial: 80% - YRP -5000/0 2 Click!
  • 2nd disc has startup 25F, 3rd disc has startup 45F
Chroming Rose
214214S
- - 23+0 - - - 4-10 feet - - - Y -5000/0 - Click!
  • Lasts for 360F, during Hellfire lasts for 432F
Chroming Rose(projectile) 16 All 31 40 - - - -3/+2 - - - - 0 Click!
  • The first rose that hits the opponent in a combo has RISC -7

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Inv.Invincibility RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. ProrateAdditional Proration. CancelWhat this attack can cancel into. RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple TensionThe 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. LevelAttack 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. HitboxHitbox link for this move
Iron Maiden
During IK Mode: 236236H


  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 64F [5F+5F]

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, 6H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D Sp
5K 6P 5K[+], 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2K 6P 5K, 2K[+] c.S, f.S, 2S 5H 5D, 2D Sp
6K - - - - - Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D Sp
2S - - - 5H, 2H 5D Jump, Sp
5H - - - - 5D, 2D Sp
2H - - - - 5D, 2D Jump, Sp
6H - - - - - Jump(1st hit), 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.D Sp
j.K j.P - j.S - j.D Jump, Sp
j.S j.P - - j.H j.D Sp
j.H - - - - - Sp
j.D - - - - - Jump, Sp
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
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)

Navigation

Ambox notice.png To edit frame data, edit values in GGXRD-R2/Millia Rage/Data.