GGXRD-R2/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.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
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.
  • 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.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge 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.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.


Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Millia Rage x1.22 3 3F [105] Light 11F (1~5F invuln) 40 25F 23F 2 Air Dashes
Turbo Fall
H Silent Force

Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 14 3 8 Initial: 90% Mid 0 CSJ 144 7 5 6 -1
5K 12 3 8 Mid 0 CSJ 144 5 6 14 -10
c.S 22×2 10 7 Mid 2 SJ 264 7 3, 3 17 -6
f.S 28 6 7 Initial: 90% Mid 1 S 264 7 2 16 -6
5H 30×2 20 6 Mid 4 S 384 6 4(2)2 21 -4
5D 23 10 20 Initial: 80% High 2 264 28 4 20 -10 9-14 low profile
15-17 above knees
6P 22 10 7 Initial: 90% Mid 2 S 264 10 5 22 -13 1-14 Upper Body
6K 25 20 6 Initial: 70% High 3 S 384 19 4 12 +1 5~20F Lower body
21~22F Feet
6H 35×2 14 6, 9 Initial: 100%, 80% Mid, High 3 SJ, S 384 15 3(6)5 18 -6
2P 9 3 8 Initial: 85% Mid 0 CS 144 5 2 6 +2
2K 8 3 8 Initial: 70% Low 0 CS 144 5 2 7 +1
2S 26 10 7 Low 2 SJ 264 9 2 15 -3
2H 33 14 12 Mid 3 SJ 384 11 7 12 -2
2D 26 10 7 Low 2 S 264 13 3 12 -1 10~21F Feet
j.P 10 3 8 High/Air 0 CS 144 5 6 8
j.K 12 3 8 High/Air 0 SJ 144 4 6 12
j.S 26 10 7 High/Air 2 S 264 10 6 12
j.H 28 10 7 High/Air 2 S 264 8 10 25
j.D 36 10 7 High/Air 2 SJ 264 11 7 9+6 landing

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0, 55 NA 6, 0 Forced: 55% Ground Throw: 70000 0 0, 480 1 +60
Air Throw Air Throw 0, 55, 0 NA 6, 0 Forced: 65% Air Throw: 192500 0 0, 480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000/264 10 3 23 -12 1~12F Full
13~39F Throw
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50F: Blitz

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236S S Tandem Top 40 2 7 Initial: 90% All 2 125/120 11 13 Total 38 -1
236H H Tandem Top 25×2 2 7 Initial: 80% All 2 125/120 60 32,2 Total 35
214P Iron Savior 36 10 7 Initial: 90% Low 2 200/480 17 till reaches corner 18+landing 8 -13
214K Forward Roll 100/- Total: 28 4-15 really low profile
16-24 above knees
Roll > K Roll Again 100/- Total 18 4~11F really low profile
12~18F above knees
Roll > S Lust Shaker 18×4 10 7 All 2 100/300 17 1(3)1(3)1(3)1 7 +6
Roll > H Digitalis 45 20 5 Initial: 75% Mid 4 100/480 8 4 26 -11
Roll > D Dust 23 10 20 Initial: 80% High 2 264 25 4 20 -10 7~11F Low profile
12~14F Above Knees
214S Lust Shaker 18×4 10 7 All 2 100/300 17 1(3)1(3)1(3)1 7 +6
SSSS Lust Shaker 15xN 10 7 All 2 150/300 10 {1(3)}×N 7 +6
214H Secret Garden 30×1~5 2 7 Forced: 90% All 2 300/120 77 18 Total 74
j.236P Bad Moon 24x(2~10) 10 7 Initial: 85% High/Air 2 150/180 11 till landing See notes -17
j.236K Turbo Fall 200/- 8 after landing
j.214S S Silent Force 20 2 6 Initial: 80% All 1 150/240 11 Until ground 23 Total
j.214H H Silent Force 20 2 6 Initial: 80% All 1 150/240 11 Until ground 27 Total

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
2141236H Winger 40, 25×4, 80
[50, 31×4, 100]
20 6×5,15 Initial: 80% Mid×5, High 4 -5000/0 5+1 10(10)15 30 -22 1~7F Full
8F onwards Upper Body
236236S Emerald Rain 36×3 10 7 Initial: 80% All 2 -5000/0 4+1 Total: 74 -3 4F Strike
214214S Chroming Rose -5000/0 23+0 4~10F Feet
Rose Chroming Rose (projectile) 16 2 3 All 0 31 40

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Iron Maiden Destroy 14 6 All 3 9+12
[5+12]
6 34 -23 5~27F Full
[3~22F Full]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD Millia 5P.pngGuardMidStartup7Recovery6Advantage-1 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD Millia 2P.pngGuardMidStartup5Recovery6Advantage+2 5P[+], 2P[+], 6P[+] 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Special, Super
6PGGXRD Millia 6P.pngGuardMidStartup10Recovery22Advantage-13 - - c.S, f.S, 2S 5H, 2H, 6H 5D Special, Super
5KGGXRD Millia 5K.pngGuardMidStartup5Recovery14Advantage-10 6P 5K[+], 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2KGGXRD Millia 2K.pngGuardLowStartup5Recovery7Advantage+1 6P 5K[+], 2K[+] c.S, f.S, 2S 2H 5D, 2D Special, Super
6KGGXRD Millia 6K.pngGuardHighStartup19Recovery12Advantage+1 - - - - - Special, Super
c.SGGXRD Millia cS.pngGuardMidStartup7Recovery17Advantage-6 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD Millia fS.pngGuardMidStartup7Recovery16Advantage-6 - - 2S 5H, 2H 5D Special, Super
2SGGXRD Millia 2S.pngGuardLowStartup9Recovery15Advantage-3 - - - 5H, 2H 5D Jump, Special, Super
5HGGXRD Millia 5H.pngGuardMidStartup6Recovery21Advantage-4 - - - - 5D, 2D Special, Super
2HGGXRD Millia 2H.pngGuardMidStartup11Recovery12Advantage-2 - - - - 5D, 2D Jump, Special, Super
6HGGXRD Millia 6H.pngGuardMid, HighStartup15Recovery18Advantage-6 - - - - - Jump(1st hit), Special, Super
5DGGXRD Millia 5D.pngGuardHighStartup28Recovery20Advantage-10 - - - - - Homing Jump, Homing Dash
2DGGXRD Millia 2D.pngGuardLowStartup13Recovery12Advantage-1 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD Millia jP.pngGuardHigh/AirStartup5Recovery8Advantage- j.P[+] j.K[+] j.S j.H j.D Special
j.KGGXRD Millia jK.pngGuardHigh/AirStartup4Recovery12Advantage- j.P - j.S - j.D Jump, Special
j.SGGXRD Millia jS.pngGuardHigh/AirStartup10Recovery12Advantage- j.P - - j.H j.D Special
j.HGGXRD-R2 Millia j.H.pngGuardHigh/AirStartup8Recovery25Advantage- - - - - j.D Special
j.DGGXRD Millia jD.pngGuardHigh/AirStartup11Recovery9+6 landingAdvantage- - - - - - Jump, Special
  • 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 hit, block, or whiff

Navigation

 Millia Rage


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