< GGACR | Millia Rage
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==[[GGACR/Frame Data|System Data]]== | ==[[GGACR/Frame Data|System Data]]== | ||
{{#cargo_query:tables=ggacrCharacters | {{#cargo_query:tables=ggacrCharacters | ||
|fields=name | |fields=name,defense,guts,prejump,weight,backdash,forwarddash,guardBalance,wakeupFaceUp,wakeupFaceDown,umo | ||
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}" | |where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}" | ||
|format=table | |format=table | ||
}} | }} | ||
==Normals== | ==Normals== |
Revision as of 08:22, 6 February 2022
Glossary
System Data Glossary | |
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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 | Amount of Guard Gauge characters gain when blocking is multiplied by this Guard Balance modifier. |
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 | |||||||||||||
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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. 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.
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Invuln | Attribute and Hitbox invincibility for this attack. | ||||||||||||
gbp | Guard Bar Plus. How much the Guard Bar increases on block. | ||||||||||||
gbm | Guard Bar Minus. How much the Guard Bar 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.
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Tension | Amount of tension gained on hit. For special moves first value is amount gained on startup. For moves using tension values are after tension penalty applied. | ||||||||||||
Level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. | ||||||||||||
Blockstun | When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. | ||||||||||||
GroundHit | When hitting a grounded opponent, how many frames of hitstun they experience. Stagger shows time if no directions are pressed. | ||||||||||||
AirHit | When hitting an airborne opponent, how many frames for which they cannot air tech.
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Attack Level Values | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Each attack has an Attack Level. Depending on the level, the attack will inflict a different amount of hitstun / blockstun, though some attacks override these default values with their own. Use the chart below to determine how much hitstun/blockstun an attack will inflict.
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For more values, see GGACR/Frame Data |
System Data
Error: No field named "backdash" found for any of the specified database tables.
Normals
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
5P | 18 | 3 | 8 | Mid | 1 | CSJR | 1.44 | 7 | 5 | 6 | -1 | 9 | 10 | 10 | 11 | |||
5K | 12 | 3 | 8 | Mid | 1 | CSJR | 1.44 | 5 | 6 | 14 | -10 | 9 | 10 | 10 | 11 | |||
c.S | 22×2 | 10×2 | 7×2 | Mid | 3 | SJR | 2.64×2 | 7 | 3,3 | 17 | -6 | 13 | 14 | 14 | 13 | |||
f.S | 28 | 10 | 7 | Mid | 3 | SJR | 2.64 | 7 | 2 | 16 | -4 | 13 | 14 | 14 | 13 | |||
5H | 30×2 | 20×2 | 6×2 | Mid | 5 | SR | 3.84×2 | 6 | 4(2)2 | 21 | -4 | 18 | 19 | 18 | 15 | |||
5D | 12 | 8 | 20 | High | 3 | R | 2.64 | 27 | 3 | 23 | -12 | 8~23F Low Profile 30~41F Feet | 13 | Launch 48 | 14 | 13 | ||
6P | 22×2 | 10×2 | 7×2 | 90% | Mid | 3 | SJR | 2.64×2 | 7 | 9,3 | 20 | -9 | 1~12F Upper Body | 13 | 14 | 14 | 13 | |
6K | 25 | 11 | 6 | 80% | High | 4 | SR | 3.84 | 18 | 4 | 8 | +5 | 1~19F Lower Body 20~21F Feet | 16 | 17 | 16 | 14 | |
6H | 60 | 20 | 6 | Mid | 5 | SR | 7.68 | 16 | 3 | 25 | -9 | 18 | Launch | 60 | 15 | |||
2P | 9 | 3 | 8 | 85% | Mid | 1 | CSR | 1.44 | 5 | 2 | 6 | +2 | 9 | 10 | 10 | 11 | ||
2K | 8 | 3 | 8 | 75% | Low | 1 | CSR | 2.64 | 5 | 2 | 7 | +1 | 9 | 10 | 10 | 11 | ||
2S | 26 | 8 | 7 | 90% | Low | 3 | SJR | 2.64 | 9 | 4 | 15 | -5 | 13 | 14 | 14 | 13 | ||
2H | 36 | 14 | 6 | 90% | Mid | 4 | SJR | 3.84 | 11 | 7 | 12 | -2 | 1~3F Low Profile | 16 | Launch | 20 | 14 | |
2D | 26 | 8 | 7 | Low | 3 | SR | 2.64 | 13 | 3 | 12 | -1 | 10~21F Feet | 13 | Down | 14 | 13 | ||
j.P | 10 | 3 | 8 | High/Air | 1 | CSR | 1.44 | 5 | 6 | 8 | 9 | 10 | 10 | 11 | ||||
j.K | 12 | 5 | 7 | High/Air | 2 | SJR | 2.64 | 4 | 9 | 9 | 11 | 12 | 12 | 12 | ||||
j.S | 26 | 8 | 7 | High/Air | 3 | SR | 2.64 | 9 | 6 | 12 | 13 | 14 | 14 | 13 | ||||
j.H | 32 | 8 | 9 | High/Air | 3 | SR | 2.64 | 12 | 3 | 11 | 13 | Launch | 20 | 13 | ||||
j.2H | 22×3 | 5×3 | 9×3 | High/Air | 2 | SR | 2.64×3 | 8 | 4(2)6(2)4 | 17 | 11 | 12 | 16 | 12 | ||||
j.D | 48 | 11 | 6 | 80% | High/Air | 4 | SR | 2.64 | 17 | 7 | 9+6 after landing | 16 | Launch | 38 + WBounce | 14 |
Universal Mechanics
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
Ground Throw | Ground Throw | 50 | 6 | Forced 40% | 40 pixels | 4.00 | Launch 28 | ||||||||||||
Air Throw | Air Throw | 55 | 6 | Forced 50% | 88 pixels | 4.00 | 60 + WBounce | ||||||||||||
DAA | Dead Angle Attack | 20 | 10 | 7 | 40% | Mid | 3 | R | 0.52 | 7 | 6 | 33 | -25 | 1~12F All 13~40F Throw | 13 | Launch | 40 | 13 |
Specials
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
214S | Lust Shaker | 12×N | 10×N | 7×N | All | 3 | R | 1.50/1.20xN | 10 | 1(3)×N | 5 | +5 | 13 | 14 | 14 | 6 | |||
236S | S Tandem Top | 40 | 0 | 7 | All | 3 | F | 1.25/1.20 | 11 | 13 | 15 | -1 | 13 | Launch | 22 + WBounce | 13 | |||
236H | H Tandem Top | 50 | 0 | 12 | All | 3 | F | 1.25/1.20 | 60 | 33 | Total 32 | 13 | Launch | 28 + WBounce | 13 | ||||
j.236P | Bad Moon | 24×N | 8 | 7×N | 80% | High/Air | 3 | RF | 1.50/1.80xN | 11 | Until landing | 22 after landing | -15 | 13 | Launch | 30 | 6 | ||
j.236K | Turbo Fall | F | 2.00/- | Until landing+12 | |||||||||||||||
214K | Forward Roll | 2.00/- | Total 24 | 2~15F Very Low Profile | |||||||||||||||
214P | Iron Savior | 36 | 8 | 7 | 90% | Low | 3 | RF | 2.00/4.80 | 17 | Until corner | 18+8 after landing | -13 | 13 | Launch | 60 | 13 | ||
j.214K/S | K/S Silent Force | 20 | 0 | 10 | 80% | All | 2 | 1.50/2.40 | 11 | 1(1)×2,2(1)×N | Total 13 | 11 | 12 | 33 | 12 | ||||
j.214H | H Silent Force | 20 | 0 | 10 | 80% | All | 2 | 1.50/2.40 | 16 | 1(1)×2,2(1)×N | Total 18 | 11 | 12 | 33 | 12 | ||||
214H > H | Secret Garden | 30×5 | 0 | 7×5 | All | 3 | 3.00/1.20×5 | 56 | 18(8) | Total 74 | 13 | 14 | 14 | 13 |
- ※1: After throwing Silent Force, crouch or Roll over the hairpin to recover it (takes 1F to recover); The hairpin can only be recovered 122F after hitting the ground
Force Breaks
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
236D | Pretty Maze | 22×3 | 0 | 5×3 | All | 4 | 43 | 41 | Total 33 | 16 | Launch | 35 | 14 | ||||||
j.236D | Air Pretty Maze | 50 | 0 | 12 | All | 5 | F | 13 | 33 | Total 21 | 18 | Launch | 50 + WBounce | 15 | |||||
214D > H | FB Secret Garden | 30×5 | 0 | 7×5 | All | 3 | -/0.24×5 | 34 | 18(8) | Total 68 | 13 | 14 | 14 | 13 | |||||
214S > 214D | Longinus | 35 | 20 | 6 | Forced 80% | All | 5 | R | 5 | 8 | 6 | +7 | 20 | Launch | 55 + WStick 26 | 15 |
Overdrives
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
2141236H | Winger | 40,25×4,80 | 20×5,15 | 6×6 | Mid×5, High | 5 | RF | 6+1 | 2×5(10)15 | 30 after landing | -21 | 1~7F All | 18 | Launch | 60×5, 60 + Slide 35 | 15 | |||
j.2141236H | Air Winger | 80 | 15 | 10 | 70% | High/Air | 5 | R | 1+6 | Until landing | 30 after landing | -13 | 1~7F All | 18 | Launch | 60 + Slide 36 | 15 | ||
236236S | Emerald Rain | 36×3 | 10×3 | 7×3 | All | 3 | 4+2 | Total 75 | -3 | 1~5F Strike | 13 | Launch | 120 + WBounce | 13 |
Instant Kill
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | gbp | gbm | prorate | guard | level | cancel | tension | startup | active | recovery | onBlock | invuln | blockstun | groundHit | airHit | hitstop | |
236236H | Iron Maiden | Fatal | 3×16 | All | 5+29 | Total 165 | -62 | 5~6F Strike | 0 |
Gatling Table
- 5D can be only canceled into Homing Jump on ground hit
- Black = On Hit or Block
- Green = Available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
To edit frame data, edit values in GGACR/Millia Rage/Data.