GGST/Millia Rage/Frame Data
< GGST | Millia Rage
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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 | The total duration, invincibility window and airborne duration of a backdash in frames. |
Forward Dash | The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step. |
R.I.S.C. Gain Modifier | The amount of R.I.S.C. Level characters gain when blocking is multiplied by this modifier. |
Jump Duration | The total duration of a jump in frames, if uncanceled. |
Jump Height | The maximum height of a jump in in-game units of distance. |
High Jump Duration | The total duration of a high jump in frames, if uncanceled. |
High Jump Height | The maximum height of a high jump in in-game units of distance. |
Earliest Forward Instant Air Dash | The minimum amount of frames after a jump leaves the ground that a forward air dash can be performed. |
Earliest Backward Instant Air Dash | The minimum amount of frames after a jump leaves the ground that a backward air dash can be performed. |
Forward Air Dash Duration | The total duration of a forward air dash in frames, if uncanceled. An /X number represents the earliest frame a forward air dash can be canceled into Faultless Defense. |
Backward Air Dash Duration | The total duration of a backward air dash in frames, if uncanceled. |
Forward Air Dash Attack Transition | The minimum amount of frames after a forward air dash that an attack can be performed. |
Backward Air Dash Attack Transition | The minimum amount of frames after a backward air dash that an attack can be performed. |
Movement Tension Gain | The amount of Tension gained per frame during a forward dash. This value is halved while walking, rounded up. |
Jumping Tension Gain | The amount of Tension gained per frame of a forward jump, and for how many frames it is gained. |
Air Dash Tension Gain | The amount of Tension gained per frame of a forward air dash, and for how many frames it is gained. |
Walk Speed | The speed the character walks forward. |
Backwalk Speed | The speed the character walks backward. |
Initial Dash Speed | The starting speed of the character's forward dash. |
Dash Acceleration | The amount of speed gained per frame of forward dashing, prior to friction calculations. |
Friction | The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration. |
Frame Data Glossary | |
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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.
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.
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. This will change under various conditions, see also: R.I.S.C. Level. |
riscLoss | How much the R.I.S.C. Level decreases when this attack hits. Note that 0 R.I.S.C. Loss hits still receive R.I.S.C. Level scaling, see also: R.I.S.C. Level. |
level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict, and the amount of Tension gained on hit or block. 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. |
wallDamage | The base wall damage dealt on hit. Note that moves may deal more due to launching or wall bounce effects. |
inputTension | The amount of Tension gained for inputting the move, only applies to specials. Additional Tension is then gained on hit or block, based on Attack Level. |
System Data
- Core Data
Name | Defense | Guts | Prejump | Weight | Backdash | Forward Dash | Unique movement options | R.I.S.C. Multiplier | Movement Tension Gain |
---|---|---|---|---|---|---|---|---|---|
Millia Rage | 1.18 | 2 | 4 | Light | 16/1~4 strike invuln/1~11 airborne | An Extra Airdash, Kapel, Turbo Fall, Mirazh | 1.25 |
- Jump Data
Jump duration | Jump height | High Jump duration | High Jump height | Earliest airdash | Earliest air backdash | Airdash duration | Air backdash duration | Airdash cancel | Air backdash cancel | Jumping Tension Gain | Airdash Tension Gain |
---|---|---|---|---|---|---|---|---|---|---|---|
37 | 45.36 | 55 | 70.2 | 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 | 13 | +1 | +13 | 1000, 7500 | 1000 | 3 | Mid | None | 100% | |
f.S | 30 | All | 9 | 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 | 4 | 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 | counter | invuln | prorate | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
input | name | damage | guard | startup | active | recovery | onBlock | onHit | riscGain | riscLoss | level | counter | invuln | prorate | |
236S | Tandem Top | 35 | All | 12 | 14 | Total 45 | -14 | KD | 500 | 1000 | 2 | Very Small | 9-41F Airborne 42-45F Below Knee | 80% | |
236H | Tandem Top | 32×2 | All | 73 | 28,6 | Total 51 | - | KD | 500×2 | 2000 | 2 | Very Small | 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 | Very Small | None | 100% | |
214P | Iron Savior | 43 | Low | 20 | till corner | 17 + 10L | -12 | HKD | 1500 | 2000 | 3 | Mid | 10F onwards Airborne | 90% | |
j.236P | Bad Moon | 5*N,31 | High | 11 | Until Ground | 20 + 12L | -21 | KD | 225×N, 1500 | 1000 | 2 | Very Small | None | 80% | |
j.236K | Turbo Fall | - | - | 14 | - | 9L | - | - | - | None | |||||
214K | Mirazh | - | - | - | - | Total 28 | - | - | - | 1-3F Upper Body 4-24F Above Knee | |||||
j.236H | Kapel | 40 | All | 13 | 3 | 12 | -1 at lowest height | KD | 1000 | 1000 | 1 | Very Small | 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 | Very Small | 9-26F Airborne | 100% | |
632146H | Winger | 20×5,60 | All | 8+1 | 10(9)15 | 40 | -32 | 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 +33 | 2500 | - | None | Forced 50% | |||
Air Throw | 0,40,30 | Air Throw | 2 | 3 | Until land+10 | - | HKD | 2500 | - | None | Forced 50% | |||
Dash Cancel | Total 24 |
Gatling Table
- X = X is available on hit or block

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To edit frame data, edit values in GGST/Millia Rage/Data. |
Click [★] for character's full frame data
System Explanations
• HUD • Controls • Frame Data & System Data • Patch Notes •
• Movement/Canceling • Offense • Defense • Damage/Combo • Attack Attributes • Gauges • Misc •