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2(5)4(1)1(4)2(7)2(6)2(5)4(7)2(9)4(4)1(3)1(6)2(11)1(2)1(3)3,1(4)2(6)1(6)4(5)3(4)4×4,5(3)3,9(7)3,5×2 | 2(5)4(1)1(4)2(7)2(6)2(5)4(7)2(9)4(4)1(3)1(6)2(11)1(2)1(3)3,1(4)2(6)1(6)4(5)3(4)4×4,5(3)3,9(7)3,5×2 | ||
{{GGACR_Move_Card | |||
|chara=Millia Rage EX | |||
|input=5P | |||
|description= | |||
{{#invoke:FrameChart|drawFrameData | |||
|startup = 7 | |||
|active = 5 | |||
|recovery = 6 | |||
}} | |||
{{clr|1|5P}} is one of Millia's main anti-airs, though it is not as easily abused as it was in its previous incarnation. Covers a solid area above and in front of Millia with a mostly disjointed hitbox. She can use it to stop jump-outs or to check the opponent's jump. It's safer than {{clr|1|6P}} on whiff, and its low recovery makes it a low-commitment option for this purpose. | |||
*Due to its low recovery, {{clr|1|5P}} is also a key part of her burst baits, with {{clr|1|2P}}{{clr|1|5P}} after throw or {{clr|1|5PP}} being solid options. | |||
*Will whiff on crouching opponents. | |||
[[{{PAGENAME}}#Gatling_Table|Gatling Options]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | |||
}} | |||
===Quick Ref=== | ===Quick Ref=== |
Revision as of 13:58, 3 August 2022
Stolen tables
K Nuke Manual Detonation Chart
Character | Can Run Under | Will Connect on Crouching Block? | Will Hit Neutral Crouch? | Notes |
---|---|---|---|---|
A.B.A | No | No | No | |
Anji Mito | No | Inconsistent | No | |
Axl Low | Yes1 | Inconsistent | Inconsistent | |
Baiken | No | No | No | |
Bridget | No | No | No | |
Chipp Zanuff | No | No | No | |
Dizzy | No | Inconsistent | Depends on Idle Animation | |
Eddie | No | No | No | |
Faust | Yes | No | No | |
I-No | No | No | Depends on Idle Animation | |
Jam Kuradoberi | No | No | No | |
Johnny | No | Inconsistent | Depends on Idle Animation | |
Justice | No | Yes | Almost Guaranteed | |
Kliff Undersn | Yes | No | No | |
Ky Kiske | No | No | Depends on Idle Animation | |
May | No | No | No | |
Millia Rage | Yes | Inconsistent | No | |
Order-Sol | Yes1 | Inconsistent | Inconsistent | |
Potemkin | No | Yes | Yes | |
Robo-Ky | No | Yes2 | Almost Guaranteed2 | |
Slayer | No | No | Almost Guaranteed | |
Sol Badguy | Yes1 | Inconsistent | Inconsistent | |
Testament | No | No | Depends on Idle Animation | |
Venom | No | No | No | |
Zappa | Yes | No | No |
- 1: Can be hit during specific parts of running animation
- 2: Must detonate behind him
IK Usage Guide
Reference Chart
Character | IK mode activation | Startup | Total | Range | Stun potential | Notes |
---|---|---|---|---|---|---|
A.B.A | 68 | 36 | 104 | Short | Medium | |
Anji Mito | 54 | 21 | 75 | Fullscreen1 | Low | Travels from the edge of screen, making the startup a lot longer in practice. Disables screen zooming until recovery. |
Axl Low | 90 | 28 | 118 | Long | Low | |
Baiken | 84 | 17 | 101 | Fullscreen1 | Medium | Travels somewhat fast, max distance around 2/3 of the stage. |
Bridget | 60 | 13 | 76 | Medium1 | Very Low | Takes a few frames to reach max distance. |
Chipp Zanuff | 94 | 56 | 150 | Short-Medium | Low | Short at ground height. Roundstart distance at jump height. 0 frames post flash. |
Dizzy | N/A (30) | 106 | 136 | Short | Medium | Activation is minimum charge time. Requires non jumpable state and has slow input. Executed fast will still be faster than Chipp's. |
Eddie | 68 | 13 | 81 | Short | Low | Very low profile frames during IK mode activation. |
Faust | 82 | 17 | 99 | Medium | Medium | |
I-No | 76 | 15 | 91 | Short | Low | |
Jam Kuradoberi | 54 | 17 | 71 | Long1 | High | Travels pretty fast for slightly less than half screen. |
Johnny | 54 | 17 | 71 | Fullscreen1 | Medium | Travels very slow. |
Justice | 74 | 12 | 86 | Fullscreen1 | Medium | Travels extremely fast. |
Kliff Undersn | 100 | 23 | 123 | Long1 | Very High | Travels somewhat slow for slightly more than half screen. FB Chop > RC > IK is unmashable. |
Ky Kiske | 46 | 17 | 63 | Long | Low | |
May | 70 | 16 | 86 | Short | Very High | Command grab. True reversal. |
Millia Rage | 66 | 34 | 100 | Fullscreen | Low | Tracks. |
Order-Sol | N/A (101) | N/A (8) | N/A (109) | Short | Medium | Activation is time to reach level 3 from zero charge. Startup is Sakkai. Just for fun. |
EX Order-Sol | 76 | 8 | 84 | Short | Medium | Just for fun. |
Potemkin | 98 | 17 | 115 | Short | High | True reversal according to hitbox viewer. |
Robo-Ky | 80 | 18 | 98 | Short | High | Will most likely stun while airborne. |
Slayer | 80 | 20 | 100 | Medium1 | Medium | Travels pretty fast for slightly farther than roundstart. |
Sol Badguy | 76 | 15 | 91 | Short-Medium | Low | Reaches pretty far, but at the height where it probably won't hit anything. |
Testament | 60 | 32 | 92 | Medium | Low | |
Venom | 44 | 26 | 70 | Short | Low | |
Zappa | 76 | 5 | 81 | Short | Medium | Command grab. True reversal. |
- 1: Range is for maximum distance, thus startup is only true if activated point blank.
Misc
Banki Mesai Framechart
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window
Total: 256
2(5)4(1)1(4)2(7)2(6)2(5)4(7)2(9)4(4)1(3)1(6)2(11)1(2)1(3)3,1(4)2(6)1(6)4(5)3(4)4×4,5(3)3,9(7)3,5×2
No results
Total: 17
5P is one of Millia's main anti-airs, though it is not as easily abused as it was in its previous incarnation. Covers a solid area above and in front of Millia with a mostly disjointed hitbox. She can use it to stop jump-outs or to check the opponent's jump. It's safer than 6P on whiff, and its low recovery makes it a low-commitment option for this purpose.
- Due to its low recovery, 5P is also a key part of her burst baits, with 2P5P after throw or 5PP being solid options.
- Will whiff on crouching opponents.
Gatling Options 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
No results
No resultsQuick Ref
chara | input | name | startup |
---|---|---|---|
chara | input | name | startup |
A.B.A | D+X | Blue Burst | 17 |
A.B.A | 6H[gm] | 11 | |
A.B.A | DAA[m] | Dead Angle Attack (Moroha) | 10 |
A.B.A | 236S > 46S > 63214S[m] | Condemnation | 14 |
Dizzy | 5D | 29 | |
May | 5[D] | Just Kidding~ | 35 |
Millia Rage | 5D | 27 | |
Order-Sol | 632146H Lv1 | Tyrant Rave ver. Omega Lv 1 | 5+10 |
Robo-Ky | 5D | 24 | |
Venom | 5D | 25 | |
Venom | 6P | 9 | |
Zappa | 236P | Hello, Three Centipedes | 10 |
Zappa | 236S | This Has Gotta Hurt | 12 |
Faust | 2D | 13 | |
Ky Kiske | 5D | 25 | |
Jam Kuradoberi | 2H | 9 |
Zappa table
Character | 5P/2P | Last Edguy |
---|---|---|
A.B.A | 3F/4F | 6F |
Anji Mito | 1F2 | 3F |
Axl Low | 4F | 6F |
Baiken | 3F1 | 5F |
Bridget | 4F1 | 6F |
Chipp Zanuff | 1F | 3F |
Dizzy | 1F2 | 2F |
Eddie | 1F2 | 3F |
Faust | 5F | 7F |
I-No | 4F | 6F |
Jam Kuradoberi | 2F/3F | 5F |
Johnny | N/A | 2F |
Justice | 3F | 5F |
Kliff Undersn | 1F | 3F |
Ky Kiske | 1F2 | 3F |
May | 2F | 4F |
Millia Rage | 1F | 3F |
Order-Sol | 1F | 3F |
Potemkin | 6F | 8F |
Robo-Ky | 1F2 | 3F |
Slayer | 1F | 3F |
Sol Badguy | 1F | 3F |
Testament | N/A | N/A |
Venom | N/A | 2F |
Zappa | 1F | 3F |
- 1: 5P doesnt link to jP due to height
- 2: 2P only
Upscale Test
- Userpage ood test2.png