GGST/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 determined by this value. The value shown in character frame data is the difference from base defense (256), which is represented as a percentage in other sections.
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 modified by this value. The value shown in character frame data is divided by 32 to give the multiplier used in other sections.
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  
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.
  • 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.

onHit After getting hit by this attack, how soon the attacker can act 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.

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 48 2 4 Light 16/1~4 strike invuln/1~11 airborne An Extra Airdash, Kapel, Turbo Fall, Mirazh 40.0
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
37 453.6 55 702.0 3 3 18 18 13 13

Normal Moves

InputDamageGuardStartupActiveRecoveryOn-BlockOn-HitLevelCounter TypeInvulnProrationR.I.S.C. GainR.I.S.C Loss
InputDamageGuardStartupActiveRecoveryOn-BlockOn-HitLevelCounter TypeInvulnProrationR.I.S.C. GainR.I.S.C Loss
5P 20 All 7 5 7 -2 +1 0 Small None 500 1500
5K 24 All 7 3 12 -3 0 1 Small None 80% 1000 1500
c.S 15×2 All 7 3, 3 13 +1 +13 3 Mid None 100% 1000×2 1000
f.S 30 All 9 2 19 -7 -4 2 Mid 27-30F Head 90% 1500 1000
5H 42 All 12 4 23 -8 -5 4 Large None 100% 2500 1000
5D 40 High 20 3 26 -15 0 2 Mid None 80% 1125 3000
5[D] 50 High 28 3 26 -10 KD 4 Mid None 100% 1875 1500
6P 26 All 9 9 16 -11 -8 2 Mid 1-2F Upper Body
3-11F Above Knee
90% 1500 1000
6K 35 High 28 2 14 -2 +2 2 Small 13-29F Below Knee Initial 80% 1125 1000
6H 20,40 All 17 5(13)4 23 -8 -5 4 Large×2 9-21F Airborne 100% 1200×2 1000
2P 18 All 4 2 10 -2 +1 0 Small None 80% 500 1500
2K 18 Low 6 3 12 -3 0 1 Small None 70% 750 1000
2S 28 Low 11 2 18 -6 -3 2 Mid None 90% 1125 1000
2H 45 All 14 7 17 -7 KD 3 Large None 100% 2000 1000
2D 30 Low 12 3 22 -11 HKD 2 Large None Forced 90% 1125 1000
j.P 16 High 5 4 12 - - 0 Small None 80% 375 1000
j.K 20 High 6 4 12 - - 1 Small None 80% 750 1000
j.S 32 High 7 4 14 - - 2 Mid None 80% 1125 1000
j.H 35 High 8 10 25 +1 (IAD) +4 (IAD) 2 Mid None 80% 1125 1000
j.D 35 High 9 7 27 - - 2 Mid None 80% 1125 1000
Showing 1 to 20 of 20 entries


Special Moves

InputNameDamageGuardStartupActiveRecoveryOn-BlockOn-HitLevelCounter TypeInvulnProrationR.I.S.C. GainR.I.S.C Loss
InputNameDamageGuardStartupActiveRecoveryOn-BlockOn-HitLevelCounter TypeInvulnProrationR.I.S.C. GainR.I.S.C Loss
236S S Tandem Top 35 All 12 14 Total 45 -14 KD 2 Very Small 9-41F Airborne
42-45F Below Knee
80% 500 1000
236H H Tandem Top 32×2 All 73 28,6 Total 51 - KD 2 Very Small 18F onwards Airborne 80% 500×2 2000
214S Lust Shaker 7×3~9 All 17 1[(3)1]×2~8 16 -5, -7, -9 -2, -4, KD 1 Very Small None 100% 200×3~9 1000
214P Iron Savior 43 Low 20 till corner 17 + 10L -12 HKD 3 Mid 10F onwards Airborne 90% 1500 2000
j.236P Bad Moon 5×N, 31 High 11 Until Ground 20 + 12L -21 KD 2 Very Small None 80% 225×N, 1500 1000
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 1 Very Small 1-12F Lower Body 80% 1000 1000
Showing 1 to 8 of 8 entries

Supers

InputNameDamageGuardStartupActiveRecoveryOn-BlockOn-HitLevelCounter TypeInvulnProrationR.I.S.C. GainR.I.S.C Loss
InputNameDamageGuardStartupActiveRecoveryOn-BlockOn-HitLevelCounter TypeInvulnProrationR.I.S.C. GainR.I.S.C Loss
236236S Septem Voices 20×2,60 All 4+5 till corner Total 43 +8 HKD 2,2,4 Very Small 9-26F Airborne 100% 100×3 1000
632146H Winger 20×5,60 All 8+1 10(9)15 40 -32 HKD 4 Mid 1-8F Full
7-40F Airborne
100% 400×5, 500 1000
Showing 1 to 2 of 2 entries

Other

NameDamageGuardStartupActiveRecoveryOn-BlockOn-HitLevelCounter TypeInvulnProrationR.I.S.C. GainR.I.S.C Loss
NameDamageGuardStartupActiveRecoveryOn-BlockOn-HitLevelCounter TypeInvulnProrationR.I.S.C. GainR.I.S.C Loss
Ground Throw 0,70 Ground Throw 2 3 38 - HKD +33 - None Forced 50% 2500
Air Throw 0,40,30 Air Throw 2 3 Until land+10 - HKD - None Forced 50% 2500
Dash Cancel Total 24
Showing 1 to 3 of 3 entries

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGST Millia Rage 5P.pngGuard:
All
Startup:
7
Recovery:
7
Advantage:
-2
5P, 2P, 6P 6K - 6H - Special, Super
2PGGST Millia Rage 2P.pngGuard:
All
Startup:
4
Recovery:
10
Advantage:
-2
5P, 2P, 6P 6K - 6H - Special, Super
6PGGST Millia Rage 6P.pngGuard:
All
Startup:
9
Recovery:
16
Advantage:
-11
- - - - - Sp
5KGGST Millia Rage 5K.pngGuard:
All
Startup:
7
Recovery:
12
Advantage:
-3
6P 5K, 2K, 6K - 6H 5D, 2D Jump, Special, Super
2KGGST Millia Rage 2K.pngGuard:
Low
Startup:
6
Recovery:
12
Advantage:
-3
6P 6K - 6H 5D, 2D Special, Super
6KGGST Millia Rage 6K.pngGuard:
High
Startup:
28
Recovery:
14
Advantage:
-2
- - - - - Special, Super
c.SGGST Millia Rage c.S.pngGuard:
All
Startup:
7
Recovery:
13
Advantage:
+1
6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
f.SGGST Millia Rage f.S.pngGuard:
All
Startup:
9
Recovery:
19
Advantage:
-7
- - - 5H, 2H - Special, Super
2SGGST Millia Rage 2S.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-6
- - - 5H, 2H - Special, Super
5HGGST Millia Rage 5H.pngGuard:
All
Startup:
12
Recovery:
23
Advantage:
-8
- - - - - Special, Super
2HGGST Millia Rage 2H.pngGuard:
All
Startup:
14
Recovery:
17
Advantage:
-7
- - - - - Special, Super
6HGGST Millia Rage 6H 1.pngGuard:
All
Startup:
17
Recovery:
23
Advantage:
-8
- - - - - Special, Super
5DGGST Millia Rage 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - -
5[D]GGST Millia Rage 5D.pngGuard:
High
Startup:
20
Recovery:
26
Advantage:
-15
- - - - - Homing Jump
2DGGST Millia Rage 2D.pngGuard:
Low
Startup:
12
Recovery:
22
Advantage:
-11
- - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGST Millia Rage j.P.pngGuard:
High
Startup:
5
Recovery:
12
Advantage:
-
j.P - - - - Special
j.KGGST Millia Rage j.K.pngGuard:
High
Startup:
6
Recovery:
12
Advantage:
-
- - - - j.D Jump, Air Forward & Back Dash, Special
j.SGGST Millia Rage j.S.pngGuard:
High
Startup:
7
Recovery:
14
Advantage:
-
- - - j.H j.D Jump, Air Forward & Back Dash, Special
j.HGGST Millia Rage j.H.pngGuard:
High
Startup:
8
Recovery:
25
Advantage:
+1 (IAD)
- - - - j.D Jump, Air Forward & Back Dash, Special
j.DGGST Millia Rage j.D.pngGuard:
High
Startup:
9
Recovery:
27
Advantage:
-
- - - - - Jump, Air Forward & Back Dash, Special
X = X is available on hit or block

Navigation

Millia Rage


Ambox notice.png To edit frame data, edit values in GGST/Millia Rage/Data.